#ue4-general

1 messages ยท Page 556 of 1

radiant haven
#

@plush yew what is this?

plush yew
#

Was purposely importing a super high res landscape to see if UE4 could handle it

safe forge
#

it did

plush yew
#

Its functional but extremely laggy so It will probably be replaced with a normal landscape.

safe forge
#

๐Ÿ˜ƒ

#

gonna try tiling it?

plush yew
#

Yeah the displacement on that particular mesh I have in the shot (Here's a better pic) is just made of noise so it shouldnt be hard to replicate in Unreal

proper crane
#

Anyone know how tall the Mannequin is in relative to a human?

sudden agate
#

180cm i believe

safe forge
#

^

proper crane
#

You can recognise a Unity game simply by the angular and motion drag, right?

#

I was looking at Dead Frontier 2 and found out it was Unity after noticing that there was a slight sliding motion whenever force was removed from any object like the player

fierce tulip
#

it depends on a few variables, like the team, under-the-hood edits to engine, and how things are set up.

#

I do find it harder to point out specific engines nowadays than with previous gen.

#

I could spot a ued 2.5/ue3 game quite often.

#

ue4 bit harder, but depends on the type of game.

shell compass
#

Does anyone have the ActionRPG here? Evidently, it's supposed to have "the proper way" of showing a smooth, asynchronous loading screen using UE4, but I can't for the life of me get their loading screen to show up.

#

I added a delay of 4 seconds to force the loading screen to persist before it is removed in the beginplay of the level blueprint in the gameplay map, but it's still not there.

#

Ah, apparently it only shows up when running as Standalone Game, and not in PIE

hexed dagger
#

any horror game tutorials for UE4?

hexed dagger
#

so i have this material that on the preview ball looks small but on here it looks big af

#

how do i shrink it or something

plush yew
#

tex coord node old chap

#

or if that's a static mesh ur uv map

#

or if bsp there's some scalar in the properties

brazen rose
#

If I wanted to use a character class for a spaceship I wouldnโ€™t be able to? Because of the capsule collider being a requirement

hasty osprey
#

any idea what is causing this?

plush yew
#

@hasty osprey i am an absolute beginner, but when you pack it, does the file extension change before and after you pack it? If yes, does the file extension after packing support colors?

noble barn
#

What the hell is happening here

fierce tulip
#

wrong material id's

noble barn
#

I imported the materials from the fbx, was that a bad idea?

#

I'm not sure how to fix that.

fierce tulip
#

i personally wouldnt import from fbx, and prepare the material and some instances beforehand, or even set up one material with all the textures and proper masking.
just practice a bit and youll be fine ๐Ÿ™‚

noble barn
#

I'll try that thanks

spark sonnet
#

Please help me in #multiplayer ๐Ÿ™‚ That would be very much appreciated

radiant haven
#

@plush yew can u show me hoch I can make realstic landscapes?

prime niche
#

@noble barn is it possible that you have an empty material slot on your object in blender? I had that issue before and it turned out to be an empty material slot on one of my objects

noble barn
#

Yeh I had an empty one and some extras that weren't supposed to be applied

prime niche
#

ah oaky, if you remove the empty one it'll export just fine

plush yew
#

@radiant haven Its just a displaced plane that uses many layers of noise to generate the displacement.

radiant haven
#

yeah thast why i ask

#

I cant do realistic ones in u

#

e

radiant haven
#

To build for win what do i need?

#

VS2017 which componements

cloud cobalt
#

C++

icy mulch
#

Quick question I imported a 3d Landscape how to do make it where I can walk on it without falling through the ground

thick herald
#

@fierce tulip sorry to bother you, saw your comment above about not importing from FBX. Can I ask the reasoning? ๐Ÿ™‚

stone oar
#

@icy mulch Quick answer. Add a collision to it. You can add generated collision from the mesh editor if you didn't created/imported it in the import process

fierce tulip
#

@thick herald unless things changed, you get very basic material setups trough that.
I rather make a proper master material and create proper instances from that master that contains more functionality.

#

not to mention (again, unless things changed) and you have to edit the mesh, you need to be sure it still contains all the textures.

thick herald
#

Ahh. I see ๐Ÿ™‚

fierce tulip
#

i rather have source folders seperated for textures, meshes, etc.

thick herald
#

Thanks Luos, these things are handy to keep in mind and beginners like myself may not realise these things ๐Ÿ™‚

fierce tulip
#

its personal preferences partially

thick herald
#

I like to be able to make informed choices ๐Ÿ˜„

fierce tulip
#

but if i ask a client where a source texture is, and they go "its in the fbx" i'd probably quit right away.

#

disclaimer: personal opinion, please form your own ๐Ÿ™‚

thick herald
#

Yeah I see your point. Keep control of all the bits, seperately

#

Always like hearing people's reasons/opinions on things. Always learn something that way.

fierce tulip
#

cant find proper documentation about it really
but besides one client that had a team that always imported the textures with the fbx, I never came across one tbh.

#

and omg, the material names where never renamed

thick herald
#

๐Ÿ˜„

fierce tulip
#

try finding the right materials when there are a few 100 and all named M_2626436315135353

thick herald
#

abit like having multiple material slots all named Lambert1 Lambert2 etc etc

fierce tulip
#

yuz, etc. etc.

thick herald
#

back when I used to do a bit of amature film work, some models were just insane.

fierce tulip
#

hmm more people should make tutorials on workflow suggestions, thoughts, etc.

thick herald
#

Yeah that could be useful but probably difficult to structure in an engaging way

fierce tulip
#

depends on the topic prolly

thick herald
#

I think Ryan Laley does a live stream where he kinda does that, he explains in more detail the whys of what he's doing than normal

fierce tulip
#

sounds good.

#

anywaaays, imma head out.

thick herald
#

Cheers again ๐Ÿ™‚

dense gate
#

I'm having a weird issue with a packaged build of my project

#

For some reason I get a "cycle node" fatal error after building a development version from AsyncLoading

#

The supposed node that would cause the crash doesn't even create a cycle and the crash points towards a data-only BP (I've made sure any parent BP doesn't have a cycle, infinite loop, etc)

#

The function that calls the crash is the UE_LOG line in Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp, line 1429

#

Engine version is 4.23, compiled from source with Chaos enabled

#

I've been building the project for the 10th time now and am considering entirely removing the cycle check at this point

white plume
#

Hey people, new here but been using belnder and unreal on and off through highschool. Graduated 2 years ago and thought maybe Iโ€™ll make a walking sim or something as a little side project between classes

#

Havenโ€™t touched unreal in ages though

#

Maybe some simple spooky game with some big spooky monster that chases you around idk. Something easy to start off with and relearn. I made a little driving game ages ago but that was 9th grade and I'm in 2nd year college now

plush yew
#

are there any known bugs with input on 4.23...? kind of stumped. no input is received on any character or player no matter what i'm doing... i've tried manually dragging in a character & setting it to autoposses player 0, spawning via gamemode, c++, blueprints (defined input actions/axes in project settings and hard coded input on keys), nada. not new to unreal and have never had this issue

figured out the issue, i guess - having bCanEverTick = false on the playercontroller breaks input

mild charm
#

Quick question: Do you know where I can find any good tutorials on cartoon / anime face rigs? I'm wondering how to replicate something like blinking in, say, A Hat in Time. Usually in Blender, you would cycle through UVs with the animation set to constant so it snaps to the blink face. Do you apply the same method in Unreal? Thanks in advance guys :D

plush yew
#

For holdable, interactable items in my game I've just been using a skeletal mesh for everything. But now I have a significant number of items that just use static meshes. I'm giving them skeletal meshes anyway but is there some way I can set up my interaction system to just handle objects in general? So it doesn't matter if they have a static/skeletal mesh? Because right now my root items are all skeletal meshes

halcyon adder
#

Question ! is it possible to make an array of download images ?

white plume
#

Can I import blender objects with textures and rigs to Unreal?

warped tangle
#

as fbx yeah

white plume
#

.fbx extension? @warped tangle

warped tangle
#

export -> fbx

#

google ue4 blender pipeline, you'll find tons of stuff going over the export pipeline from blender to ue4

white plume
#

Nice thanks

#

I was thinking of making a walking sim/story driven game because theyโ€™re easy to program with interaction stuff

#

But making my objects in blender

twilit quest
#
#

BUt I keep getting an error

quartz reef
#

In SEQUENCER - while rendering out my cutscene it crashes Everytime. I'm rendering in the avi format with audio. The sequencer crashes when the scene changes from one shot to another (mostly). Any ideas how to fix?

#

Do i need to render every shot isolated?

halcyon adder
#

@twilit quest what kind of error ?

twilit quest
#

So I'm trying to open that project I linked above. And it wont open. It just keeps saying this

halcyon adder
#

go to project the files and right click on the project icon .uproject file and switch version or rebuild

twilit quest
#

Okay switched versions

#

Didn't work

halcyon adder
#

is there an option for rebuild ?

twilit quest
#

nope

halcyon adder
#

Install DirectX runtime
Install Windows 8.1 SDK
Install Visual studio 2013 (pro or community)

#

make sure your windows is updated

twilit quest
#

I have the visual studios installed

#

Its fine tho. I'm giving up on getting that sucker to open lol

#

Maybe you can open it and show me sometime

#

lol

#

Its a public file

halcyon adder
#

i don't use people's work it's better if i make it my self but i'll give it a try later

twilit quest
#

I wanted to look at the code lol. I looked at the demo and thought it was cool

halcyon adder
#

i got it ! so unreal engine and your projects works fine ?

twilit quest
#

What?

#

Lol I couldn't get it to open and I don't know where to find where that pic is showing me

halcyon adder
#

i got it again wait

#

did you try to create an unreal engine project ?

twilit quest
#

I mean, I have created UE4 projects lol

halcyon adder
#

my Question is does unreal engine works fine in your pc ?

twilit quest
#

Yeah everything is working besides that project

halcyon adder
#

try to create a new project and move the content folder from the downloaded project and replace it/move it to the new project

twilit quest
#

Let me play with that and see what results I get

halcyon adder
#

it may be a mess tho

twilit quest
#

Lol

#

Well just gonna try it

halcyon adder
#

i'm hope it works lol

twilit quest
#

Me too lol

#

Thanks for the tips

halcyon adder
#

and go to control panel in your windows and check the instaled program and check if the microsoft visual redistributables are instaled or no

#

your welcome

plush yew
#

@twilit quest i gave it a shot on 4.23 w/ vs2019. rama's victory library plugin fails to compile (no surprise there lol). maybe there's a newer version of that

R:/Projects/Unreal/CardinalMenu_Project/CardinalMenu_Project_v181120_421/Plugins/VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp(4667): error C2248: 'FActiveSound::WaveInstances': cannot access private member declared in class 'FActiveSound'

#

trying it w/ 4.21 now.

#

nm can't use vs2019 on 4.21 ๐Ÿ˜„

halcyon adder
#

i knew it it's the version or something missing is his pc

twilit quest
#

So i have to use 2015?

plush yew
#

different errors on 4.22 w/ vs2019

twilit quest
#

Lol Idk man

plush yew
#

4.21 w/ vs2017 should work, but take that with a grain of salt... pretty skeptical of using all these plugins

twilit quest
#

Yeah i feel that. I may just not look into it

plush yew
#

you unzipped all the zips in plugins right? i noticed those are all zipped up

twilit quest
#

Yeah

#

First thing I did

dense gate
#

@plush yew use a new collision object type and use it with traces, like SphereTraceForObjects

dense gate
#

So, after commenting the UE_LOG line so it doesn't crash, it logs literally every relevant blueprint to have a "cycle node" and in the end crashes with an "No outstanding IO, no nodes in queue, yet we still have 5843 AddedNodes in the graph (with 0 boot nodes)"

#

Seems like nativization is broken this engine version

#

And as a bonus, it generates "cycle node" even in structs

dense gate
#

Yep, building with nativization disabled works just fine with EDL, something's fucky with nativization wrongly detecting cycles

shell compass
#

I'm trying to test my loading screen, but the level loads too fast becuse it's just a few placeholder assets. Anyone have a good idea on how to intentionally make a level slow to load?

#

Delay nodes won't cut it

dense gate
#

Try adding some random assets from high-footprint packages, like Paragon heroes

#

Though caching will still make short work of the loading screen anyway

shell compass
#

Yeah, once it has loaded one time, I'm guessing it will be much faster the subsequent times

dense gate
#

If your project is small, you don't need a fancy loading screen

shell compass
#

It's not meant to be small forever ๐Ÿ™‚

dense gate
#

Can you test the loading screen without transitioning levels?

shell compass
#

I guess that depends on how you make the loading screen. There's no set way to do it, but I'm following a guide.

dense gate
#

If the guide has you create a widget on a map's BeginPlay, nothing stops you from opening that map and just watching it

shell compass
#

No I've been down that route and it doesn't end well. Unfortunately, making smooth, animated loading screens without resorting to hacky level streaming still needs C++ and Slate it seems.

#

Though I can't get it to show despite following the guide to the letter...

plain tiger
#

I have a mesh of a connect4-board, with a function to add a coin in each slot. How do I call that function from within a FirstPersonCharacter when a key is pressed? I can intercept a keypress, but I cannot call the function from there?

shell compass
#

@plain tiger Add the following nodes in your FirstPersonCharacters BP: GetAllActorsOfClass(MyBoard)->Get(0)->AddCoinToSlot()

#

Upon hitting the key that is

plain tiger
#

@shell compass Yes ! Tx Man ๐Ÿ™‚

frank iron
#

hi can anyone help me with a situation? Pm me

sudden agate
#

jusrt ask your question

dim merlin
#

hi, is it possible to hide a part of a staticmesh by index?

knotty hare
#

How can I retrieve the Parent Socket of my Camera?

#

Doesnt seem to be working

wary wave
#

cameras don't have sockets

#

so that will obviously fail

knotty hare
wary wave
#

if it's attached to a socket I don't believe you can retrieve it, but I mean, you should already know what it is

fierce tulip
#

@frank iron just ask, odds of someone dm-ing you with "sup?" is extremely low, not to mention most people consider them having to contact you to help you with a problem rather lazy.
So, find the right channel, and ask the question.

knotty hare
#

Looking to remotely add/remove the parent socket of camera

sudden agate
#

you cant add/ remove sockets at runtime

#

they are baked into the skeleton

wary wave
#

nor can I imagine why you'd want to?

sudden agate
#

you can reattach the camera to a different socket

knotty hare
#

How can I chech which socket is attached

wary wave
#

you can't

sudden agate
#

GetAttachSocketName()

wary wave
#

does that exist?

knotty hare
#

Am using blue prints, java dev dunno any c++

wary wave
#

huh, neat

#

as an aside, if you're in BP, you should know which socket you're attached to

#

because it has to be doing the attachment somewhere already?

sudden agate
#

^

knotty hare
#

Fair point, let me reevaluate my logic

supple totem
#

Hi all, are there sound notifies? Kind of like anim notifies but for sounds?

wary wave
#

no, I don't believe so

supple totem
#

Looking to sync a gun firing with a looping sound

#

Ahhh

#

Thanks, prob just need to sync manually

wary wave
#

normally you would do that the other way around

fierce tulip
#

there are not? i think there are unless my client modified and added em

supple totem
#

I know you can make anims play sounds, haven't seen a way to trigger code during a sound

fierce tulip
#

ooh, ok that way

#

no

supple totem
#

Ahh okay, thanks

wary wave
#

audio playback isn't guaranteed to be in sync with the gameplay thread

sudden agate
#

you prolly can with the new sound system

wary wave
#

so it wouldn't be reliable anyway

supple totem
#

Yeah sound in games seems to do its own thing

olive yew
#

why does it strech

#

please help someone

supple totem
#

As for why I'm letting sound control rate of fire, my guns have over 1000 rpm which gets poppy it I'm queing it up per sound

scenic ibex
#

is there anyone here can help me setting up the in app purchases and get it working on android

frank iron
#

oh someone helped with me out with the main issue. My other issue is how to scale resolution of UI for different mobile phones so you dont get black bars?

knotty hare
#

Okay so just switching sockets isn't work for me now?

wary wave
#

if you want to attach to a new socket, it should be as easy as calling 'attach to component'

knotty hare
wary wave
#

you've passed in no parent

knotty hare
#

Appropriate parameter for said parent would be?

wary wave
#

(also all the rules are 'keep relative')

#

the thing you are attaching it to

fierce tulip
#

@olive yew because that is how it works (guessing with the lack of information that you mean that the texture is stretching if you rescale the mesh)
you'd need to learn about UV coordinates, UV scaling, and Object Scaling.

@frank iron #mobile might help, or check the UI channels #umg or #slate

knotty hare
#

I thought parent was derived from target, otherwise I figured compiler would show an error?

wary wave
#

if you pass in nothing, then it will be 'none' and fail

knotty hare
#

Okay I dont think thats my goal, nor what I seem to be doing?

wary wave
#

so you need to pass in the thing you want to attach it to

knotty hare
#

Indeed I have, per screenshot.

wary wave
#

no, you've passed in the name of a socket and no parent

#

I think you're totally misunderstanding what a socket is?

#

a socket is a transform in a static or skeletal mesh

knotty hare
#

Somewhat, in traditional programming sockets are much different.

wary wave
#

you have to attach the camera to a scene component

#

and then you can apply an additional socket if there is an asset-derived offset you want to apply

dim merlin
#

so, noneone knows: its possible to hide a part of a staticmesh by index?

wary wave
#

err, what index?

dim merlin
#

so like the material slots

wary wave
#

apply a non-rendering material to that material index

#

IIRC masked and passing in fully transparent will simply not render

dim merlin
#

would that also exclude the mesh in wireframe?

fierce tulip
#

wireframe still shows. its just invissi when 100% masked/transparent

#

you'd need to collapse the vertices

#

CC: @grave nebula as he is knowledge itself.

dim merlin
#

@fierce tulip collapse verticles.. hmm how? also i still see the shadow when i use a mask material on it

fierce tulip
#

you'd need to add a vert-offset to the material parts you dont want to render, and make sure they are all on the exact same spot.

#

like a local 0/0/0 or whatever

#

besides that, above my paygrade :p

dim merlin
#

๐Ÿ˜›

#

okay so, actually im trying to do this with foliage

#

seems the shadows are not updated when i switch a material

fierce tulip
#

kinda beyond my knowledge, but moving vertices trough material comes after lighting.
That is why bending the view trough materials>verts causes odd shadow things.

dim merlin
#

hah ive just figured that out, ive set verts to local, wireframe works well, but still have shadows ๐Ÿ™ƒ

fierce tulip
#

oh well, others prolly enjoy it hehe

honest vale
#

seems to be for creating landscape heightmaps

coarse wigeon
#

It references landscapes

restive dock
#

Hello. Is it possible to write geometry to an SVG file from a running game?

coarse wigeon
#

Wonder if they are overhauling the UE4 terrain system.

#

๐Ÿค”

coarse wigeon
#

Yeah

#

I think we will find out more soon

#

Why I say that ^^

#

My guess is that it has something to do with the large world toolset in UE4

coarse wigeon
#

@plush yew I will admit that I have not paid much attention to UE4's development in the past few months. I have been super busy ๐Ÿ™‚

#

ok

buoyant viper
#

Any SimplexNoise users here?

#

The noise isn't working somehow (It's always a super small Z difference

frank silo
#

If anyone came from unity, do you happen to know how to organize a level's outliner to nest actors? For example, in unity if I had a modular house built, I would nest app of the house pieces under an empty gameobject(actor).

manic pawn
#

instead of that, simply make a folder

frank silo
#

Ah you can make folder's in the outliner. That's cool.

plain tiger
#

How can a first person character BP know if its playing a server or client?

#

oh, lol, the node is litterally called 'Is Server'

light coyote
#

@frank silo
Yeah, folders as @manic pawn said,,,, you can also merge geometry to a single object,,, but yes, i gess you are asking for the convinience of selecting,,, top or side views allow you to drag select objects,,, folders, to keep them together for easy selection,,, merging geometry for multiple geometry behave as 1 when selecting, anddddddddd...
Bluprints !!!
That is the empthy of unity.
But instead of dragging a script to a prefab,,, you drag a prefab to a script (in a sense)

#

You can create a bluprint actor,, in the viewport you arrange it the way you want,,, then you can just drag the bluprint(prefab), to your scene,,,, and its all done in one place,,, in the blupruint itself,,,, all the programing, and appearence of it

heady aurora
#

Hey guys , I updated from version 4.21 to 4.23, my map now won't open , is there a way I can debug this?

cloud cobalt
#

Read the log

weary void
#

hey

#

does anyone understand this ?

green phoenix
#

Guys any idea on how to modify the mesh distance field parameters in a skeletal mesh? I can do it on a static mesh, but I can't find it in the skeletal mesh menus ๐Ÿ˜ฆ

#

Yeah I'm reading something like that hahaha but I'm having something weird with the shadows

#

can you see those black lines that appear when I move the car?

#

This only happen when I have mesh distance field enabled

buoyant viper
#

Anyone here who knows how to do voxel terain gen??

polar hawk
#

er

dim merlin
#

anyone knows its possible to bulk edit material instance parameters in ue4 aye ?

grim ore
#

@polar hawk got to say the survey turned my morning from sucky to livable lol ๐Ÿ™‚ Hopefully it gets some traction and Epic sees it

polar hawk
#

they gonna see it

#

the world will

#

maybe

#

iunno

#

and let the record show I didn't get your permission to use your name in this form beforehand

#

don't sue me

grim ore
#

lol

#

If people are public then I would assume no issues, same with virtus

buoyant viper
#

Somehow the engine isn't picking my player pawn class

#

It's always picking DefaultPawn

plush yew
#

i don't have an .sln file for my project and i can't generate it, does VS2017 have to be installed? (i have VS2019)

buoyant viper
#

Its not picking it up there the f

grim ore
#

@buoyant viper ok 2 things. Did you make a new game mode?

#

it looks like you did and called it Base Game Mode, but your default in the editor you can see above is still Game Mode Base (not your custom one)

buoyant viper
#

hm

#

Changed that still no player

grim ore
#

@plush yew no you can use 4.21 and above with 2019

#

so your default game mode in project settings is now your new Base Game Mode and it shows your custom pawn in the drop downs below it?

plush yew
#

i have 4.23.0 and VS2019, and i can't get an .sln file

grim ore
#

is it a C++ project?

plush yew
#

what would be the problem?

#

yes

grim ore
#

when you right click the .uproject you dont get the option to generate the solution file/project file?

plush yew
#

I have generate Visual Studio project files, but they dont generate sln

grim ore
#

does it do anything when you do that?

plush yew
#

it generated intermediate and binaries folders when i generated

grim ore
#

hmm.. ok how was this project created?

plush yew
#

new project -> empty c++ project

grim ore
#

and does the little popup log window show up when you do the general solution file?

plush yew
grim ore
#

yeah and what does show log show

#

also did you do this from inside the editor already open or the launcher?

plush yew
#

where is the log saved to copy it?

grave nebula
#

Do we get complementary prizes for completing Allar's survey ?

grim ore
#

Saved/Logs should have any logs in it

plush yew
grim ore
#

the unreal version selector is the ones when you run the generate, check out the newest one

#

or delete saved, intermediate, binaries, .vs and try again let it go from scratch

#

I created from inside the editor and the launcher a blank and it did work here so that is certainly weird, all I could think is something is missing in your VC install

#

but the log should have more info

#

I am assuming after you created it, visual studio did not open up?

plush yew
#

yeah it didnt

#

idk what to look at in there

grim ore
#

well it says it wrote it, I am assuming you are running the .uproject right click from the folder... I dont think you can do it any other way lol

#

like if it was writing it somewhere else but that would be weird

#

trying to compare logs here, my VS was out of date so updating it. wheeh. It looks fine tho

polar hawk
#

lmao fucking straight up 0% of respondents say documentation is very useful for networking

grim ore
#

heh

plush yew
#

i made a new basic code project and it didnt generate an sln

grim ore
#

100% of your respondents want a full MMO stack sample project and documentation

polar hawk
#

true

grim ore
#

@plush yew yep your log matches mine and mine does it fine. I assume VS is up to date, you have the correct stuff installed (it looks like you do or it would error out)

#

so maybe this is a virus protection thing

#

something is stopping the file from being written

plush yew
#

the last time i remember seeing an sln file in a project's folder was when i had vs2017 instead of 2019

#

also is it bad that i dont have an sln file?

grim ore
#

it is, you need it to compile the project in the end and when you add stuff

#

I even tested the same path as you in unreal project and no issues here, the .sln was created with the project

#

so something on your machine is going "nooooooope"

#

does the project even open up for you in the editor?

plush yew
#

it does

#

and compiles successfully

grim ore
#

ok inside of the editor go to file -> refresh visual studio project

#

then file -> open visual studio

#

I am wondering if you have one drive installed

plush yew
#

also does it make a difference that i have VS Code selected in editor preferences as the coding thing

grim ore
#

it does yes

#

vs code does not use SLN files

#

it uses a project directory instead

#

so if your project says Refresh Visual Code project then.... that would be the reason why lol

digital badger
#

Can we use the sound effects packaged with the engine for commercial use?

plush yew
#

wait so there is no problem?

grim ore
#

yes as long as you are using them in UE4

digital badger
#

@grim ore Of course, thanks!

grim ore
#

if you are using VS Code then there is no problem

plush yew
#

oh lol

grim ore
#

if you want to use VS itself you need to swap back

plush yew
#

ok then

#

sometimes i am dumb

grim ore
#

VS Code does not use .sln files, that would be why you don't have one. It would be trying to use VS Code for the editor/compiler

#

you just happen to have VS 2019 installed so the engine is using the VC++ toolchain installed in VS

plush yew
#

if i have vscode set as the code editor does it still use vs2019 to package or does it use vscode?

#

aka do i even need vs2019

grim ore
#

ok so... you need a VC++ compiler no matter what

#

if you dont have VS2019 installed it will ask you to install just the toolchain then

#

VS2019 just happened to have installed the toolchain for you when you installed it so if you remove it you will have to install the toolchain again

#

so no you do not need any visual studio 20xx product if you just want to use VS Code and the Toolchain

#

but man.... code completion is a pain in the rump with VS Code, even intellisense is a bit better in that regard in 2019 lol

charred bane
#

i need help with height map

#

pls someone

plush yew
#

I don't like vs2019 because it's slow and not responsive

light coyote
#

@charred bane Post the issue here, maybe someone can help.

charred bane
#

its hard to explain

light coyote
#

screenshots

charred bane
#

just join my call

#

no

fierce tulip
#

lol

olive yew
#

Can someone please help me with unreal engine

#

i need help

fierce tulip
#

just ask the question and make sure its in the right channel

thick herald
#

lol

fierce tulip
#

And done expect people to join your call/voice/dm you with a "I need help"
write out the problem, explain what you tried, and what your expected result should be.
Else odds of people helping you are small.

midnight bolt
fierce tulip
#

4.23.1 Hotfix is live!

thick herald
#

no one fixes my hot's

maiden swift
#

The hottest fixes.

plush yew
#

Greetings, everytime I try to open UE 4.23, it gives me the error "Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')". I have already tried reinstalling my drivers but that didn't seem to fix it. I heard this issue is common, are there any fixes for this?

rough nebula
#

What would be best way to setup character, first person shooter character if I want whole body not just arms ?

uneven fractal
#

grab the whole body from the 3rd person template

#

combine the two

#

so the fake arms are visible to only the owner and the full mesh is visible only to everyone else

fierce tulip
#

@plush yew
could be anything, from actually having a broken-ish gpu, to bad luck, or your house being build upon a pet cemetery
https://answers.unrealengine.com/questions/670166/unreal-engine-is-exiting-due-to-d3d-device-being-l-8.html
https://www.drivereasy.com/knowledge/solved-unreal-engine-is-exiting-due-to-d3d-device-being-lost/
^ quick google search result.

Have you trapped by this pop-up error: Unreal Engine is exiting due to D3D device being lost? This article can help you solve it.

uneven fractal
#

ah I know that error

rough nebula
#

And if match would end or I would want some emote which makes camera slide away from first person to third person I would have to swap meshes ?

fierce tulip
#

(dont install that driver easy thing)

uneven fractal
#

it's a plague that affects pretty much every survival game I've played

#

ark, conan exiles, atlas all have that crash haha

plush yew
uneven fractal
#

totally random too so unless it's constantly happening I would just ignore it

fierce tulip
#

works for me

plush yew
#

huh

#

Seems to have been one of the google extensions I use

#

totally random too so unless it's constantly happening I would just ignore it
It is constant.

fierce tulip
#

again, could be anything. (and I honestly think its some ue4 bug thats just so random they dont think its a ue4 bug)
if you have tried anything on those urls, try downclocking your gpu some.

#

else /shrug

plush yew
#

My guess is it's because my GPU is a Intel(R) HD card.

#

But I'm getting myself a Nvidia

#

soonโ„ข

median island
#

lol what exactly are you trademarking?

fierce tulip
median island
#

well alright then

#

back in my day we just used air quotes

plush yew
#

yes.
very soonโ„ข

fierce tulip
brittle gulch
#

do you also get a crash or a big lag when you compile/save too quickly?
I get this Error :

fierce tulip
#

dude

#

pastebin that stuff

plush yew
#

Uhm

loud knoll
#

is the file locked?

#

or set to read-only

fierce tulip
vernal bobcat
#

Hi there! has anyone successfully built a project with Coherent Gameface?

polar hawk
fierce tulip
#

No jab at the current community people whatsoever though, more a general epic thing.

grim ore
#

I would try but at this point I just get ignored when applying lol ๐Ÿ˜ข

#

but hey maybe they have heard the cry for more support to the community and want to fix it ๐Ÿ™‚

grim ore
#

yep yep, I joked about it on Twitter when i saw it ๐Ÿ™‚

fierce tulip
#

iunno man, if anything contact seems to have been less and less.
And while it might be because I have been a bleep in the past, last year or so they almost never respond to me anywhere.

grim ore
#

I know they try, we can see them try. I think we just want more and we had it for a bit and now we are sad pandas

#

too few people stretched too far

fierce tulip
#

true, that I agree with

#

but even if it was just the weekly livestreams, they feel less community and more.. well.. regular livestreams

#

but that is prolly just personal opinion

dusky inlet
#

I feel like that too though

#

a bit more corporate than before

grim ore
#

definitely less community in the stream itself for sure but we were spoiled with 2 which left us with one learning stream and one community stream

fierce tulip
#

not to mention me and a few had access to their twitch account and where able to pick ue4 streamers.

#

that was loads of fun

grim ore
#

that was cool

#

There was more, there is now less, there is atleast something so lets all hold hands and hope!

dark depot
#

yeah i miss those days except when the autohost would host some ghetto streams randomly

#

haha

grim ore
#

and everyone here should apply for that community job because why not lol

fierce tulip
#

*that there will be more :p

grim ore
#

well I was trying not to be pessimistic and go with *that we will not get less ๐Ÿ˜›

#

I also just realized that job position is more for the game stuff and less for UE4 ๐Ÿ˜ฆ

fierce tulip
#

hehe

latent crest
#

i see an unreal 4.23.1 update today
anyone know where i can find a changelog?

grim ore
#

ah well, there are some tech writer positions open so better docs ftw

maiden swift
grim ore
#

I'm gonna be honest I get scared when I leave this channel

maiden swift
#

Can't win with news channels on Discord. If you ping people too often, they get upset. If you don't ping them, they forget about it.

#

It's a delicate balance.

grim ore
#

yeppity yep

#

and if you ping them they just turn on ignore like I do lol

dark depot
#

really people just need to learn to mute stuff

vague plume
#

Create a news role that people get by doing something like clicking a reaction.

grim ore
#

I have everything muted by default ๐Ÿ™‚

#

ok so semi serious question here, can you "opt out" of the unreal studio stuff once you are in? I really really really want to get rid of datasmith on my main account

vague plume
#

Then you could just @ news and ping anyone interested in constant updates

idle garden
#

Hi, quick question: Can I with a Windows OS, package for Mac Platform?

vague plume
#

And if people want them to stop they just unreact.

grim ore
#

@idle garden only if you have remote access to a macos machine

maiden swift
#

@grim ore I would ask the same question! Been thinking the same thing.

dark depot
#

that is over complicating things epic

idle garden
#

ok thank you @grim ore

maiden swift
#

@vague plume Yeah something like that could work. Worth considering. ๐Ÿ™‚

vague plume
#

Well itโ€™s that or guess when everyone will want to be pinged StalinPings

dark depot
#

people already cant read what channels they are in let alone have to add themself to things like that

maiden swift
#

Currently we only ping everyone for new engine releases and critical events like security-related stuff.

grim ore
#

we just need an overly aggressive bot that reacts to all the keywords with DM's

fierce tulip
#

or when I make a booboo :p

maiden swift
#

Or that. ๐Ÿ˜‚

dark depot
#

that was a fun day

maiden swift
#

I was in a car on the way to the airport. ๐Ÿ˜›

fierce tulip
#

still have post traumatic @ everyoneing stress

#

so happy with the "hold up" message

maiden swift
#

Panic was taking hold. Someone had to hit the brakes.

vague plume
#

How many people actually read the rules and reference them? Something like this would mostly be for people who want all the updates, and then any really big stuff youโ€™d ATeveryone

grim ore
#

I never have an issue with that, with everything muted it's just another red mark in the browser tab I look at eventually lol

dark depot
#

anyone that doesnt want it just mutes the channel its that simple

fierce tulip
#

it resulted in thousands of people flaming, being offensive, breaking the rules, and worse hehe.

dark depot
#

they would still get everyones and stuff unless they change the channel settings

idle garden
#

total caos hehe

maiden swift
#

Who's excited for the Epic MegaJam next month? ๐ŸŽ‰

dark depot
#

i need to look for a team this time

grim ore
#

lets see. Holidays, extra work, stress about the holidays, epic mega jam. Yep that fits right in there

vague plume
#

But thatโ€™s like a website saying
[] Check this box to not receive our spam mail
[Big olโ€™ next button]

#

:p

dusky inlet
#

gonna be hard with work and uni but Imma do it

grim ore
#

ooh I think the better question is.... we should have 4.24 preview by the time the mega jam comes out, will we have final?

#

I think the mega jam should require .24!

dark depot
#

hmm

maiden swift
#

Hahah, definitely not final. Maybe a preview release.

grim ore
#

well .24 is branched for a week now so preview for sure unless someone falls asleep

maiden swift
#

Unless preview 1 comes out this week, then it's feasible.

dark depot
#

or if it has million previews

grim ore
#

hell, require .24 and don't put out a preview on the launcher

#

limit the pool of contestants ๐Ÿ™‚

dark depot
#

hahaha

grim ore
#

turn the mega jam into a big ol bug jam fest

#

1st place is the team that reports the most bugs and makes a working project

#

bonus prizes for the most submitted pull requests with fixes

#

grade on a curve based on how many experimental features you use

dark depot
#

would be interesting to see some type of code quest type of thing like that

maiden swift
#

I'd still love to host a jam based on design constraints instead of a broad theme.

#

I think it'd be really cool to see the results that come from a jam like that.

grim ore
#

constraint : your project has to run on a windows phone. go!

maiden swift
#

lmao

dark depot
#

NO

grim ore
#

I've got my lumia 521 in storage so I'm game

maiden swift
#

I was thinking more like "must take place in one room" or "must use a monochrome palette".

grim ore
#

oooh... constraint: you must develop on a core 2 duo or older

maiden swift
#

๐Ÿคฆ

grim ore
#

let epic dev on an atom machine for a few days and see how efficient the engine gets ๐Ÿ˜‰

cloud cobalt
#

How about game design constraints

#

I think that was pfist's idea

grim ore
#

constraint: you must use only Slate for any visible objects?

dark depot
#

must use unrealbot game ideas

vague plume
#

Constraint: must be playable only on a Tartarus mouse

maiden swift
#

@dark depot We actually did that one year.

#

Only got 5 submissions, but it was a fun idea.

dark depot
#

yeah

maiden swift
#
itch.io

A game jam from 2016-05-27 to 2016-05-30 hosted by Polymoon Games. Unreal Slackers is celebrating its one-year anniversary with a game jam! Prepare yourself. This could get crazy. It might even drive you botty. Object

grim ore
#

I mean if you are going to constrain someone might as well make it super constraining so people have to think outside the box

cloud cobalt
#

Yes

#

A game without a player character, for example

#

Or even something like a non-violent game

#

Rarer than you'd think

grim ore
#

rarer yes but not too constricting

#

like any puzzle game? no character

#

card games, slot machines

maiden swift
#

I like the idea of having several constraints to choose from, requiring the use of at least one, and awarding more points for using more or all of them.

grim ore
#

constraint: a midi keyboard is your only input

maiden swift
#

Yesss.

cloud cobalt
#

Meh

maiden swift
#

I approve of a MIDI jam. ๐Ÿ˜„

#

I'll finish my synthesizer.

cloud cobalt
#

Have you seen most MIDI keyboards

grim ore
#

having to get the keyboard, the midi adapter, and making it all work is going to be a big hurdle is the key here

cloud cobalt
#

"The flight controls from a 787 are you only input"

maiden swift
#

lmao

cloud cobalt
#

aka DCS World

dark depot
#

i juust see this ending like the guy that played untitled goose game as a goose controller

grim ore
#

I like all these ideas, everyone here gets promoted to community liason. go forth and spread the joy of UE4 and this channel!

#

@maiden swift so it looks like you have to manually be removed from the UStudio Beta with a customer support request ๐Ÿ˜ฆ

maiden swift
#

Bummer. Oh well, worth it.

#

I joined the beta because I wanted to familiarize myself with the tools and workflows for the sake of my client work.

#

But at this point I feel I've gotten the value I need from it.

grim ore
#

ooh ok technical question to put the channel back on topic. Using Get Actor Velocity -> Get Length in the Anim BP and setting the variable in the AnimBP itself during animation updateor doing the same in the Character on tick and having the AnimBP get it out of the character on update? any real disadvantage to either?

#

@maiden swift yeah I added it to my personal account for work and realized I should have just left it on a new account now that I can't remove it lol

polar hawk
#

I did a game jam where my only input was a midi keyboard in 2011 lol

grim ore
#

I am working on animation learning stuff right now but the questions at this point are less animation and more general practice. for example is there any easy way to keep a reference to a character class in an anim BP without having to cast to it each update?

#

I just thought of a fun job at Epic. people are polled to see what holes need to filled for education in like discord twitter reddit forums etc. someone looks at that list and picks one to work on. they then ask people again what should be explained/trained/learned/taught on that subject and that person then does that. repeat till every hole is filled ๐Ÿ™‚

#

the keys here being not just finding the holes to fill in the learning but to find out how it should be filled. Multiplayer might be a big hole like Allar pointed out but what parts of it need to be filled specifically

maiden swift
#

That would be pretty sweet. Maybe someone should form a committee inside Epic to do that.

grim ore
#

I actually tried doing something like this before but without the traction of Epic it only got so far

#

Epic has their learning resources teams but "hey we want multiplayer" from people on reddit is much quieter than BMW saying "hey we need help on accurate lighting models in rainstorms"

plush yew
#

Hi, any idea when 4.23.1 will be available?

#

Oh sweet, I just checked and there is already an update available. I had some game breaking issues, hope it will be fixed

grim ore
uneven fractal
#

diving deep into materials was a mistake
compiling code is way faster then compiling shaders ;p

plush yew
#

@grim ore facepalm Thanks. Forgot about that channel

uneven fractal
#

takes a good 5 minutes to compile and I only have a very primitive snow set up I can't wait to see how long it takes when I add in dynamic wind and wetness too

grim ore
#

and if you try and compile against more than one platform!

#

oooh and quality if you do that lol

warped tangle
#

heart palpitation intensifies

patent vortex
#

So Im looking to start making a dynamic sound manager for my game that would play a variety of music depending on the number of enemies, boss fights, etc...a lot of vids on youtube seem to be using fmod for it.. Whats the best practice for that sort of thing?

#

I could just hard code everything depending on trigger volumes but ๐Ÿคข

plush yew
#

am going to leav this here.

median island
#

Woah~!

uneven fractal
#

ah it started here then went to reddit then came back here lol

pearl sonnet
loud knoll
#

looks like the terrain is LOD'ing reducing detail and you are seeing through it

#

try setting the LOD to -1 and see if it fixes it

pearl sonnet
#

when i select the terrain from the world outliner under details it says Max LODLevel -1

loud knoll
#

is that terrain from the example project?

#

is it one terrain or two with the mountains on top?

zenith narwhal
#

I have a level sequence that's causing one of the actors in it to not be visible anymore (despite "Visible" being true and "Actor Hidden in Game" set to false when looking at its properties while playing in editor). If I uncheck and then recheck "Visible", the actor shows up. If I never play the sequence at all, the actor is visible... does anyone have any idea why this may be happening or how to get around it?

pearl sonnet
#

i just to landscapes in Modes and started with a flat terrain,
around the edges i just raised it to look like mountains

#

just switched to*

loud knoll
#

did you turn on wire on terrian and see if it was doing this in the editor or how the LOD'ing was happening?

#

It is clear you are seeing the skybox but for all I know it is some sort of rendering erorr since it is happening on the side of the camera

#

@zenith narwhal did you "key" the visibility in the sequencer? could you have two keys on top of each other? I have done that before only thing I can think of. Delete the keys and redo them.

#

for that one object.

zenith narwhal
#

I do not see any keys for visibility in the sequencer

#

(the shape_plane11 is the offending object here)

pearl sonnet
#

when i switch wireframe on it's clear that there is LOD
showing different levels of resolution or numbers of triangles depending on how far away it gets

it's only under this low angle that the 'gaps' show
the big triangles at the edges i guess could be expected if it only draws what is in view; they are big clunky triangles at that distance after all

grim ore
#

if you are talking about the edges showing up blank then coming in as you whip pan that is culling

pearl sonnet
#

ah

#

yea probably

grim ore
#

even AAA games do it, poor witcher 3 on the switch for example, but uhm I know there are options to adjust that so it's larger than your FOV for example so frustum culling doesnt cause that

pearl sonnet
#

i see, that could help

white plume
#

Hm.. would it be easier to make like a gaseous spooky boi or a physical animal-like humanoid I wonder?

#

Animating the gas would be easier because it'd just need to move

#

Idk how animation keyframes would work in relation to programming a bot to move in Unreal. Like how to get it to crawl around when it moves instead of the model just sliding

grim ore
#

the same way you set it up to walk when it moves instead of just sliding

#

crawl is just a different animation to play

pearl sonnet
#

you guys are right
just have to find a way to go about configuring/changing it

loud knoll
#

@pearl sonnet did you try changing your FOV on your camera and see if you could make it worse?

#

set it to 120

pearl sonnet
#

about to

#

only thing stopping me from doing that is finding where

#

got it

loud knoll
#

the check box for camera being used for LOD is chcked right?

grim ore
pearl sonnet
#

hehe, changing the editor fov didnt change the game view

loud knoll
#

nah you have to do that in the main camera

#

assume it is attached to the car

#

so go into the car BP and find the main camera that is prob on a swing arm

pearl sonnet
#

i see
but the problem is the same in editor and game
increasing the FOV does not make it worse but it's definitely there still

loud knoll
#

well that is sort of good news

white plume
#

@grim ore can I make, texture and rig it in Blender?

loud knoll
#

does it happen when you are running the game as stand alone which should give you full FPS

grim ore
#

@white plume you can but you will have to re texture it in UE4 using materials

pearl sonnet
#

yea, the recorded video was in a full build

white plume
#

I kinda wanna make something like the Demonogorgon from Stranger Things or the Rake

#

Is texturing with images relatively easy in Unreal? @grim ore by that logic I should just model in Blender and not bother with textures, is that true? I've only really used unreal to mess with physics engines and made a simple driving simulator but that was using pre-made assets

loud knoll
#

@pearl sonnet trying setting the terrain LOD to 0 and then 1 and see if it still happens

pearl sonnet
#

will do thanks

grim ore
#

You can texture in Blender fine, you will just have to remake the material (even a basic single texture) in UE4 so it matches is all

white plume
#

Thinking of making the spooky boi keep its distance when its being looked at or has light shined on it but I'd I guess need to make a path that it runs away on when it sees light or gets seen.

#

Oh. I see. Basically just re-unwrap it?

pearl sonnet
#

cool, the screen edges thing are fine doing as you suggested
the mountain base thing is unchanged

grim ore
#

in Blender you will have X material slots with X textures/materials in them (depending on if you get fancy or not). When you bring it into UE4 you will have X material slots just not textures/materials assigned to them. You will have to remake them which is easy and very similar to the node editor in Blender

white plume
#

Ahh yeah. I see

#

Kinda thought it'd be like that seeings how the behaviour programming is based on that system

gleaming creek
#

Often when I look at a survey, I find myself answering a few questions, seeing increasingly more where I have no clue how to answer, then end up giving up about halfway through and not submitting

white plume
#

I really want to one day make like Dead by Daylight but fun and with good graphics

#

I def feel walking simulators are easier to program than other games

gleaming creek
#

Depends on your definition; if by "walking simulator" you mean a game where you can do absolutely nothing except walk around, then yes

white plume
#

But they need to be story driven I guess

gleaming creek
#

But that would be a very boring game

white plume
#

Idk not strictly like that

#

I guess visual novel is maybe the word I want?

gleaming creek
#

Otherwise you still need some fairly complicated interaction mechanisms

#

Something like, say. Amnesia has all the object manipulation with using your mouse pointer/hand to grab things and move them around

white plume
#

I think I'll make my first game low poly perhaps? Just to get back in the feel of modelling

#

I haven't touched unreal or blender really since grad

loud knoll
#

anyone using the 3900x yet?

pearl sonnet
#

thats what i do
i'm cripple when it comes to artsy stuff
however i did change to 3ds max and the previous issues i had with, for example in my little project, the car physics stuff, are completely resolved
blender would do some weird stuff with the exported fbx

loud knoll
#

be cool if we had hardware channel so we could trade hw specs

pearl sonnet
#

as for hw, ancient i7 2600 and a 1060 3g which was an upgrade to the i7 920 i've been using for i dunno.. 10 years or so lol

#

only recently getting into 3d projects again ๐Ÿ˜› not worth upgrading quite yet

grim ore
#

I run a i7-2600 and 1050ti here at work so nothing wrong with that ๐Ÿ™‚

#

tho the 10gb of ram is horrible when trying to compile anything

#

and i bet the #lounge would be fine for hardware talk, that's where they send us whenever we do it anyways lol

pearl sonnet
#

ssd was heaven for compiling large projects

loud knoll
#

The lounge is a horror show you cant have a real convo in that channel just spam of morons sorry I tried 2x there

#

but my machine is 10 years old and just waiting for the 3950x or the new intel which dropped in price by 50% so I am trying to figure out if anyone has had trouble with the AMD hardware using Unreal Engine 4 since I have only used Intel for 20 years.

grim ore
#

I've got a 2700x I use now at home and 0 issues

#

running on a b450 platform with 64GB of slow ass ram I pulled when I upgraded from my 5820k

fierce tulip
#

or you know, join a hardware discord

pearl sonnet
#

lol

loud knoll
#

Hardware discord that talks about compiling code and using unreal 4?

grim ore
#

join hardware discord -> Do you guys have any problems with UE4 and XXX -> "why don't you go ask in the UE4 discord" ... lol

pearl sonnet
#

haha

grim ore
#

I plan on going with the 3950x when it comes out if I can find it and expect no issues, was going with the 3900x but nothing local or affordable anywhere so I said screw it and I will wait.

#

putting a Noctua DH15 on it and going to pump that sucker full of C++ lol

loud knoll
#

Roger that MattW that was my plan as well, and a few other devs, we are all waiting.

#

They have an all black Noct better then the all brown

grim ore
#

the funny part is the laptop I just got with an 8750h is pretty damned sexy for a laptop. all 6 cores 4.2 is nothing to sneeze at tho I can't hear anything when the fans are running heh

pearl sonnet
#

only reason i'd consider the new amd line is because supposedly they do sha256 a ton faster
but for my project i'd still need, oh i dont know, a couple thousand of those

summer verge
#

Anyone lese seeing huge drops in framerate in 4.23.1?

#

Render ViewFamily Is taking up way too much draw time

grim ore
#

Im using the stock cooler for the 2700x right now until I get the bracket for the DH15 to work on the AMD and the new CPU. the 2700x is a very good CPU for the cost if you just need a cheapy upgrade

loud knoll
#

at the rate we are going we keep machines much longer like 10 years for some of us here so when you make the call you going to be using it a long time.

pearl sonnet
#

yep

loud knoll
#

My current machine is a brick shit house it never crashes but it is i7 4 core 3770K OC on AIR and I have a 1080GTX

#

but i have 32 gig of DDR Memory

#

so shader compiles can take like 20-40 mins

pearl sonnet
#

went from 16 to 8 and i havent missed it yet

grim ore
#

I finally got over 32gb used memory the other day in a specific project so the more the merrier lol

pearl sonnet
#

maybe some day when my UE projects get as candy filled as yours ๐Ÿ˜„

grim ore
#

I hate less than 16 now

loud knoll
#

Yeah I have had 32 gigs since I built the machine but it is ddr3 it is great to run maya, photopig, and unreal at the same time.

#

anyway I thank you for speaking about this subject I will shut up now, if I am following @grim ore in to hardware hell I am feeling pretty good about that.

#

he is a hero to the people

tiny sonnet
#

Can I please get some help guys when I added a level into my project. Everything seems to work in the editor, but in viewport/play/launch, the character/scene has litterally 0 light.

#

I figured it our

#

im dumb

devout comet
#

What was the problem?

tiny sonnet
#

i used a level, i had the streaming mode on blueprint

#

i needed no blueprint lol

devout comet
#

Ahh i see

pearl summit
#

Hey guys, I'm starting to use UE4 for rendering, so I'm trying to display this simple hair cards on UE4 (exported from Blender default Hair tool settings), and it's invisible on viewport after applying the material, am I missing something?

white plume
#

I just realized I could totally remake my 8th grade text game in Unreal with graphics and stuff

#

Basically the concept was simple - save your friends cat from a tree. But you needed a ladder, so you had to get one. Doing the game properly resulted in saving the cat and getting a gold star sticker from your friend. However, there was a web of alternate routes with really twisted endings. One of which involved literally becoming Satan or being locked in some guys basement and kept as a slave

#

There was like 30 endings

#

3 of which ended in some kind of warcrime

#

And making point and click interactions would be easy. I could add a timer to get to the end or something too and some cutscenes

pearl sonnet
#

lmfao, go for it, that sounds awesome

vague plume
#

A point and click adventure about saving a cat from a tree, though through an unfortunate series of events you become the lord of hell. ๐Ÿ˜›

pearl sonnet
#

poop, i ended up making a new account because the academy website would not let me login with my 1st account; now i'm not receiving an activation email + accepting the EULA alone does still not give me access to the forums :P
man they made a great engine and tooling but the website is lolwtf

#

the github link wont work without activating either so lol

white plume
#

I imagine integrating a map function would be pretty simple?

pearl sonnet
#

std::map

grim ore
#

does your name on the online learning website have a . in it @pearl sonnet

pearl sonnet
#

you and your all seeing oracle dude

#

spot on again

grim ore
#

it's a known issue that is "supposed" to be fixed "soon"

pearl sonnet
#

lets see if changing my name works
that would be sweet

white plume
#

Hmmmm.... do I get a frozen lemonande for like the 8th time this week or not get diabetes?

thin tendon
#

I want to create a skill system like EVE online's one, that uses real world time. Is there any commands for accessing real world time or the local player's machine time?

grim ore
#

I dont know if you can change it and it will fix it on that site, I thought the names were separate between learning and the main account but shrug

white plume
#

@thin tendon uh I think you'd need a dedicated server?

grim ore
#

@thin tendon there are a few ways in the engine to get real world time but having a dedicated server to prevent "time hacking" would be recommended unless it's single player

thin tendon
#

Thanks guys. I'm not worried about cheaters. Its a single player project.

plain tiger
#

aaaaargh... I have finally got a working prototype for my connect-4 game, but the mesh looks awfull when I play it in html5, preview is fine though.. what can I do?

pearl sonnet
#

lol, changing display name fixed it !

white plume
#

I wish I had a team to work on this

pearl sonnet
#

man, i even emailed with epic and they could not figure it out

white plume
#

Doing all this modelling, programming and bugtesting myself will be hell

grim ore
#

@plain tiger are you using the HTML preview in the editor to test with?

white plume
#

How do I even make my unreal game into an .exe or .zip to function as a game?

grim ore
#

you use the package project option

white plume
#

Oh thanks

plain tiger
#

@grim ore Hmm, not sure, I use the play button to preview (works fine), I do a build then launch html5 (ff-dev), its garbled

white plume
#

Haven't touched unreal in ages. Really should just watch a basic tutorial

plain tiger
#

The standalone windows launcher looks fine, btw

dense gate
#

Does anyone know of any crippling issues in 4.23.1?

grim ore
#

there is another option in the menu to change your preview to a certain platform, stupid UE4 updating or I would show you

#

so you can preview what the game would look like in OpenGL and such

dense gate
#

I'll be upgrading tomorrow and don't want to waste 4-5 hours of build time for something that doesn't work

grim ore
#

don't upgrade unless there is a fix you need in there

dense gate
#

There is one I need

#

My PC is borderline garbage so build times are very slow for me and I don't want that time wasted

grim ore
#

the only one I have seen in here so far has been about performance being less

#

but only one person saying that so far

dense gate
#

On what rendering API tho?

#

I'm sticking exclusively DX11 at the moment

#

Or in terms of what exactly performs worse

#

I wouldn't mind a bit of a CPU overhead as I still have some utilisation left, but if it's GPU it might get bad for me

grim ore
#

i dont know any more details it's just the only thing I saw popup today in chat

dense gate
#

Aight, thanks

grim ore
#

search for 4.23.1 in the search bar at the top right, blakeanator had the issue

white plume
#

Ahhh Blender 2.8 is so different

dense gate
#

I see something about scene rendering multiple times

#

I'll see about that

white plume
#

Hmmmm.... Maybe using the first person template and just deleting the guns and arms and then going into the nodes and removing the bullet sound/animation was a bad idea

#

So many errors

dense gate
#

As soon as I could, I moved to my own character-derivative "Unit" as I don't trust templates much

#

Though I am making a multiplayer so that's probably why

cosmic cedar
#

hey everyone im new to unreal... never opened it before... I want to render my character and some particles that I made... will rendering be a pain in the ass for a complete noob?

pearl sonnet
#

import, drag & drop
animations are painful

#

not technically but artistically lol, imho

uneven fractal
#

you won't be doing any rendering

#

that's what the engine is for ;p

plush yew
#

Yo what the "goto" standard for source control on ue4 projects? I've only ever used git but I know it has issues with larger Images and stuff so I was wondering if SVN or something else might be worth checking out

pearl sonnet
#

goto is git tho lol

plush yew
#

it says beta and SVN doesnt...

grim ore
#

Perforce seems to be the "professional" system when it comes to having binary files

pearl sonnet
#

yea i dont use git, always svn just because im a rusty old dumbass

grim ore
#

you can use any source control outside the engine so having it supported inside is just a nice thing to have especially on teams, if solo just do whatever is fun

pearl sonnet
#

ofc but shows whats integrated

plush yew
#

oh wow how have I not heard about perforce

#

this is rad

grim ore
#

it's one of those "big boy" things is why ๐Ÿ˜›

#

us noobs just use git or svn and call it a day

pearl sonnet
#

anything that promotes agile on their website i stay away from

#

not my philosophy

#

lol cool, just noticed that @grim ore did the videos in the course im doing now

cosmic cedar
#

@pearl sonnet is it really that simple? Yes I do have an animation... Thats complex to render?

pearl sonnet
#

if i can do it everyone can lol

#

i'd recommend watching some tutorials though because you gotta setup some logic to get the right animations at the right times

#

but at its bare basics its literally just import drag and drop

plain tiger
#

I have packaged my multiplayer game for windows. I have this as the shortcuts: Client: F:\Unreal4\MyProject3\Packed\WindowsNoEditor\MyProject3.exe 127.0.0.1:9999 -game -logs

#

server: F:\Unreal4\MyProject3\Packed\WindowsNoEditor\MyProject3.exe FirstPersonExampleMap?Listen -game -log -NOSTEAM -Port=9999

#

but, I only get the server/client when I start, never the client ( I dont run dedicated server)

#

Any ideas?

plush yew
#

@grim ore hey Mathew, I upgraded to 4.23.1, and the problem with animation jittering still persists for some reason. i then went on to create a sample 3rd person c++ template, and oh boy the bug exists there too but it is less noticeable. I've uploaded a sample gif here as i'm unsure if it can be classified as a bug. the movement speed should stick to 600 at ALL times, but with a bit rotation it seems to dip down to 487 for some reason. near the end, if I hold down W + A keys, the speed will go from 487 to 600 lol. any time it is 487, if I begin to corner walk it increases it to 600 again.

the gif does lag towards the middle/end, not quite sure why but it was not lagging for me during recording.
https://gfycat.com/meantinteddinosaur

#

you think i should submit it as a bug? this is a clean C++ thirdperson template after all

plain tiger
#

Btw: this works: server shortcut:

#

"F:\Unreal4\MyProject3\Packed\Nieuwe map\WindowsNoEditor\MyProject3.exe" ?listen -server

#

Client shortcut:

#

"F:\Unreal4\MyProject3\Packed\Nieuwe map\WindowsNoEditor\MyProject3.exe" 127.0.0.1

polar hawk
#

My survey is 5 people short of 150 <_<

tidal flare
#

Hey everyone....

#

Anyone else having issues opening 4.23 project in 4.23.1.... Get crash on load. Tried reinstalling, still crash on load.

cosmic cedar
#

anyone here have any experience with houdini to unreal? Having trouble importing...

next badger
#

it's award winning mashed potatoes

polar hawk
#

sounds like you got a 5 on your hands

gleaming creek
#

@polar hawk I tried to take your survey earlier, but I gave up after a couple of pages because I just didn't know how to answer half the questions.
Hard to really know about the Epic documentation stuff when I've rarely used it (partly because some of it seems rather poor and I prefer to watch someone on YouTube explain it instead)

polar hawk
#

Yeah you're the second person who told me that today

#

I added a description saying "if you don't know about this, mark as Somewhat Blah"

#

but aye

gleaming creek
#

That page with the three options needed a "Don't know", I think

polar hawk
#

The neutral responses are actually pretty good as also a default in terms of analyzing opinion

#

imo

#

I'll change them to Somewhat/Don't Know

gleaming creek
#

I even had trouble with the first main question - what would you describe as your specialisation and how good are you at it

polar hawk
#

Well if you had trouble with that then just blame me for being a terrible survey writer, I don't normally write surveys

gleaming creek
#

As a hobbyist I got a bit confused because I'm a professional programmer and quite good at that, but the question is probably about gamedev specifically

polar hawk
#

I tried to word it different ways and wanted to branch it out better but google forms was a pain in the ass to use

#

I made a point that on the non-professional one, I said relate your role to gamedev

#

but I didn't do that on the professional one as clear

#

hey it hit 150 responses

#

neato

dark depot
#

eh it was pretty well done overall in the end people can use the writting forms if they think the way they answered could of skewed things because they meant it in a different way then asked

#

surveys are hard to get right you dont want 100 options for everything

gleaming creek
#

Yeah, it's really hard to write one which covers any weird things that might be in the participants' heads

polar hawk
#

some of these Other answers though

#

are like

#

Programmer or Engineer

#

Other: UI Engineer

#

god damn it

gleaming creek
#

You even had things like "generalist with specialisation in engineering"

next badger
#

@polar hawk are you gonna start an unofficial Documentation ?

polar hawk
#

someone put in the option
Blueprint Coder

dark depot
#

yeah those ones have to be interesting considering no company can decide what someone does because it honestly depends on the project so we have 20 names for the same basic job

polar hawk
#

@next badger nah

dark depot
#

it could be interesting for someone to do tho

polar hawk
#

well, I mean I have created unofficial documentation

#

but I'm not going to set out to replace all engine documentation

next badger
#

i wanted to start unofficial docs that has ability to edit pages by users (not like wiki but similar)...but got no permission from Epic to copy the docs

gleaming creek
#

There's a question on there "How likely do you end up asking the community for help when looking for some information or solving a problem?"

dark depot
#

oh yeah . i just wish i didnt have to find a single reply here or elsewhere to find something that is undocumented

gleaming creek
#

Feel like that should have had a "if I can't find the information easily by searching"

#

Which is sort-of "If everything else fails", but that one implies that you'd rather spend a week searching than ask someone

polar hawk
#

Knowing how many people skip google and go right to community is important

#

But aye, could have been phrased better

next badger
#

@polar hawk we have no any UE4 related education here in my country btw...no evangelists etc

polar hawk
#

where is your country

next badger
#

Russia

dark depot
#

that is when you learn enough to make yourself one of the certified trainers or whatever they are calling it

next badger
#

you can get a certificate of some sort?

#

it's not like an issue for me, but i think there are a lot of people here who would love to learn ue4...we have few channel on russian, and some videos there have quite advanced information i can't find in English

#

specifically about light building, performance optimizations, vr benchmarking etc

pearl sonnet
#

i end up watching russian videos because of that reason lol

cosmic cedar
#

anyone here have any experience with houdini to unreal? Having trouble importing...

pearl sonnet
#

not speaking the language does not help

gleaming creek
#

Well, I filled in the survey now, not sure how useful that was though ๐Ÿ™‚

#

In summary I'd say that the Epic docs tend to be a bit vague, especially if you are looking up some specific function (some have barely the API documented);
their videos have a habit of being really long live streams, which I'm not a fan of because you have to watch a lot to get to the interesting bits

next badger
#

@cosmic cedar houdini engine? fbx? other?

cosmic cedar
#

@next badger Houdini engine

next badger
#

does it work in general? cause there's a LOT of issues caused by people trying to connect incompatible plugin with the engine

dark depot
#

did it install the plugin correctly

cosmic cedar
#

damn really? from what im seeing no.. not seeing any hda format files when i hit the import button

next badger
#

just in case, you're no using Apprentice one?

cosmic cedar
#

no im using houdini indie @next badger

#

@next badger any suggestions?

next badger
#

i was hoping you're checking if the plugin was installed correct;y and can connect to houdini engine

cosmic cedar
#

I checked to see if the license of my houdini engine is active and it seems like it is from what hkey showed me

#

unless there is something i have to install for unreal specifically?

next badger
#

afaik engine does work with free license

cosmic cedar
#

I have houdini indie, thats not enough?

next badger
#

it is enough

#

you're on 17.5.391?

cosmic cedar
#

17.5.382

#

close enough xD

next badger
#

391 is the last one released, so i just guessed

#

and it does support your ue4 version?

ornate ice
#

hey anyone knows how to make like a hash where I can store icons for example

#

where I can then pass

#

PS4_TopButton

#

and Iget the texture 2D assigned to that

#

I was trying with a Data Structure

#

but it doesn't have methods to find by name

cosmic cedar
#

I believe so... im beasically trying to export and then import into unreal. How would i confirm if its supported?

ornate ice
next badger
#

@cosmic cedar have you loaded the plugin in ue4?

cosmic cedar
#

no i havent done anything with unreal besides opening and trying to import the houdini asset. wasnt aware that was a thing... how do i do that lol?

next badger
#

@ornate ice Data Table query rows by names

#

@ornate ice you make structure and then use it to make a table

plush yew
#

I use BaseBP actors for things that will all have common functionality. Like holdable items. If it can be held I make a BP called BP_BaseHoldable. This helps when setting variables such as "held item."

But if half of my objects are static and the other half are skeletal, I don't know how to keep them under one umbrella object type. Do I just make two separate BP archetypes? One for static and one for skeletal? Because that seems pretty tedious but I guess I'll do it.

#

I can handle the functionality differences with BP interfaces but right now I'm trying to figure out how to set my base items without having to do multiple casts every time the "held item" variable is going to be referenced

next badger
ornate ice
#

@next badger but I cannot change the rows names

#

oh ok

#

let me do something first

cosmic cedar
#

@next badger sorry excuse my ignorance... is houdini engine a separate application from houdini indie? Or is it just a license thing?

next badger
#

@cosmic cedar it is a separate application, but installer has it
https://www.sidefx.com/products/houdini-engine/

cosmic cedar
#

I was under the impression it was just a license thing...

next badger
#

no, it's like a core of houdini, w/o gui...it can link to app and generate content inside it

#

indie engine is free to use

#

but to make content for it, you need an actual houdini

#

and apprentice files can't be opened with indie engine (that's why i asked about it)

cosmic cedar
#

interesting... hopefully this does the trick then

next badger
#

it is in the standard installer, as i've said

cosmic cedar
#

Ahhh so confused xD

next badger
#

well, houdini has one installer for all the builds of houdini...houdini FX is installed along Indie and Apprentice, but you can't use it w/o license

maiden swift
#

Houdini Indie is a version of the Houdini app you use outside Unreal. Houdini Engine is the plugin that integrates with Unreal so you can import and edit Houdini assets inside Unreal.

next badger
#

*edit is a bold word

maiden swift
#

Hmm yeah that's not quite right.

#

More like... if you define parameters in Houdini, you can tweak them in Unreal.

cosmic cedar
#

@next badger Well i just redownload everything and made sure to click all the check boxes from the screenshot i sent you... I should have it now?

next badger
#

open ue4 and check, i gave you the link before

ornate ice
#

Alexey do you have any idea how can I map

#

input key values to icons

next badger
#

ue4 is updating, can't make you an example

shrewd swallow
#

perhaps silly question but are there any controls for zooming in/out on UVs in the static mesh editor? I'm working with some pivot point data and most (if not all of it) is outside the 0-1 space.

next badger
#

@shrewd swallow you may take a look on shortcuts settings, but i'm not aware of any

shrewd swallow
#

Yeah, haven't seen anything myself either, but thought I'd check to see if anyone had a super secret alt+Ctrl+L-shift+F7 type thing that they discovered. Thanks! ๐Ÿ™‚

cosmic cedar
#

@next badger god damnit... i cant seem to get it going...

flat lily
#

Is there any way to use clothing with morph targets? I tried to separate mesh in 2 pieces, one for morphing, and second for cloth simulation. But i cant find anything to combine pieces inside engine. Clothes and character share the same skeleton, maybe i should separate it too, dont know what to do...

next badger
#

@cosmic cedar can you open the plugins list in ue4?

#

just make sure it's listed there

cosmic cedar
#

@next badger nothing pops up when i write houdini..

next badger
#

then you probably have to install it manually

#

it's under Houdini\engine\unreal\

#

Houdini 17.5.391\engine\unreal\4.23\HoudiniEngine
copy to
UE_4.23\Engine\Plugins\Runtime\HoudiniEngine

cosmic cedar
next badger
#

well, you pick your ue4 version

#

if it's 4.23 pick the 4.23

cosmic cedar
#

i have 4.19 xD

white plume
#

Hey guys, so how was it I move a blender object into Unreal and then texture it?

#

Do I just use image textures or can I use nodes?

next badger
#

read the section "installing from source"

late lake
#

UE4 is crashing left and right since I updated to 4.23.1

#

Anyone else having the same problem?

normal burrow
#

launcher?

late lake
#

Once I start a project and do anything

#

It just freezes

#

along with the rest of the pc

#

I just wanted to migrate some assets ๐Ÿ˜ข

cosmic cedar
#

@next badger when i click on the URL from the first point it takes me to a page that can no longer be found. maybe i should just update unreal?

next badger
#

updating ue4 will be simpler definitely

#

this page requires you to have linked github account

cosmic cedar
#

ok ill give that a try

next badger
#

you can link it in epic account settings

cosmic cedar
next badger
#

@late lake have it recompiled all the shaders?

#

@cosmic cedar you have no launcher???

pearl sonnet
#

not everyone uses ru.cracked full retail packages =c

cosmic cedar
#

@next badger yes i do, whenever i click 4.23 available for download. it takes me to

next badger
late lake
#

@next badger It's not even that. exiting from the editor is enough

#

It wasn't freezing like this before updating, and I'm quite convinced that my machine is supposed to be powerful enough :/

cosmic cedar
#

lmfao i feel like an idiot @next badger

next badger
#

@ornate ice ok...so

#

Name is just a name, just in case you need one

#

actual name of the row is on the right

thorny owl
#

guys, is maya live link able to stream blendshape/morph too?

next badger
#

yes

plush yew
#

Hi, before I release a commercial game project I want to make sure that my disclaimer is legally acceptable, can anyone tell me if this is okay: 'Developer name disclaims any representations, warranties, conditions, and liabilities related to the Unreal Engine' ? Thanks

uneven fractal
#

The datatable row is the identifier while you want the name inside the data table to be plain text.

#

SomeItem vs Some Item

cosmic cedar
#

@next badger how do i delete the old unreal? I've been spending this whole time clearing up space for the new one. it takes like 30 gbs ๐Ÿ˜ฎ

next badger
uneven fractal
#

Pretty sure there is a manage versions button on the epic games launcher

#

Using data tables rather then objects feels so much better tbh

white plume
#

ugh why is modeling anything that doesn't look awful so hard