#ue4-general

1 messages Β· Page 558 of 1

polar hawk
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and 3 people got caught by it

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their emails have been scrubbed

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and collection has been turned off again

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and settings have been locked out

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that shouldn't of ever happened

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er, wait

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you mean a different survey

next badger
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yeah

polar hawk
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no I didn't post across all channels because last time I did something like that I got told to stop

fierce tulip
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thanks for mentioning Ale

polar hawk
fierce tulip
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x

normal burrow
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How to post to news?

polar hawk
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by begging

warped tangle
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lol

shadow portal
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Which chat should I ask about lighting in?

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Arch-viz?

runic iron
next badger
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yeah, i mean something like "COMPLETE THE OFFICIAL SURVEY AND GET 10 DALLARS, link on #unreal-news "

shadow portal
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@runic iron cheers

fierce tulip
lime gull
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After my walking animation finishes (only for left and down) it gets offset by 1 pixel, is that the sprites themselves, or can I fix that in unreal?

sudden agate
lime gull
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Depends on who it is

polar hawk
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if thats how you feel lol

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shoutout to the one dude from the real time vfx discord lol

warped tangle
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Does setting a textures max in game size in editor reduce the texture streaming overhead, or does it need to be resized for it to reduce it's effect on the streaming pool

fierce tulip
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@polar hawk you are welcome :p

buoyant viper
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Anyone who uses blender for animations here?

next badger
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@sudden agate that includes stream recaps, means ones with Aaron, Ryan, Wyeth, Mike Fricker

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also GDC talks

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stream with Chris was also quite good

plush yew
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what does that mean?

grim ore
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where are you trying to set this at?

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i think you are trying to set it on the value but are trying to set it in the incorrect place, you bound to the wrong thing

haughty knot
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hey i need some more help
i cant seem to package a dlc from another project to use with the original project

hushed brook
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Does anyone know if I can set Unreal up to take screenshots from a set camera automatically and save it to drive? While just working in the engine. To get lots of wips and so on.

fierce tulip
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you can prolly set up a blutility thing for that.
I often just created a second viewport on a seperate screen that was recorded by obs

hushed brook
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The hard thing is doing it outside of runtime, but I guess the easiest way would just be to let windows capture a selected window at set intervals

fierce tulip
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im sure someone could explain how to set up a blueprint (blutility) to do a screenshot from camera X every Y seconds or so

grim ore
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can it be done? to the launcher!

calm widget
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anyone can give me some directions? i made a depth fade material, very simple which works nice from the front. but not from the side, not sure how to go about that.

light coyote
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The mesh sticks out

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Try using a fresnel node

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And do the same thing, but with a Fresnel

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Check out some tut, cause Fresnel can be a triki one

spare sun
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does incredibuild have an impact even without multiple agents?

grim ore
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damn. When you take a high res screenshot using a separate camera (not the viewport) using the node it snaps to that camera whenever it takes it...

midnight sparrow
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Hey guys, would someone with 3DSmax be so kind and export a simple scene to FBX? I just downloaded an asset from turbosquid and there is no other format.

calm widget
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@light coyote Thanks, i was suspecting i needed fresnel, gonna check it out

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sure

spare sun
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nvm I suppose it wont

radiant haven
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ppl

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how can i add different screenratios to my UI?

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dont understand this shit here

grim ore
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did you read the docs for it?

radiant haven
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still have no idea

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as well after reaeding it

grim ore
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so are you trying to get different ratios, like 16:9, 16:10, 4:3 or different aspects like vertical and horizontal?

radiant haven
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no ratio

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cause someone told me taht the ui doesnt work cause he uses a tablet

grim ore
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ok so what does he have now and what did you test it on and did you use anchoring?

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scaling is not going to help with what you are describing

charred bane
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join general i need help

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just a quick

radiant haven
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he has nothing

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i have iphones

charred bane
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join servern fΓΆr fan

radiant haven
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and they have different aspect ratios

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and I want taht my ui fits to the aspect ratiohn

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like 4:3

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...

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...

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and this is that my ui fits

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like on 9:16 its like this

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and normal is 16:9 like this

kindred crag
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@calm widget is that supposed to be vanta black colour?

calm widget
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i uh, not really. i just wanted a sort of fake but "extreme" occlusion effect inside the "hoodie"

pearl sonnet
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ROAR that was good sleep

grim ore
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@radiant haven you need to start using anchoring and assume they are using the crappiest ratio if you want it to work on most devices

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and 9:16 ratio would be portrait so unless you are putting it in portrait you shouldn't need to worry about that

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on super wide devices you will notice alot of the UI is anchored more in the middle with the sides being "fluff" like more background showing. Anchoring the game around the middle and then any extra stuff to the sides or corners is valid as long as you plan for the crappier ratios like 5:4 or 4:3

tropic pilot
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hope you all can see and read the nodes in the picture! BUT my question is, is this a bad idea? i mean i have tested it and it works!

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i just took the normal "For Each Loop" macro that is built in and made a new macro and added the "Delay" part to it so
and it works as i want it to
just wanted to hear if this was a big no no

grim ore
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that seems to be something other people have done when they need the same thing. Just seems weird to need it if there is a way around it such as timers

buoyant viper
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Somehow unreal ain't rendering this model correct

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Not all panes are showing

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They got a outline tho

abstract relic
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Set the mat to two sided. If it shows up, you have bad normals

grim ore
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your normals are flipped? the mat is not 2 sided? you forgot to export the mesh correctly?

buoyant viper
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How do i set it to two sied? @abstract relic

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Im trying to make a grass

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lol

calm widget
grim ore
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in the material check the two sided box

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or rotate the item in the viewport or look at it from the other side and does that side show up? if so it's the normal

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you should fix it and turn on two sided anyways since it's grass lol

buoyant viper
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Yep two ised works

unreal comet
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I have a quick question about 4.23 destructable meshes. Am I not able to set the weight of the mesh anymore? It's light as a feather.

buoyant viper
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Is it normal that with a material change it has to recompile a shader? @grim ore

radiant haven
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how can I use a checkbox in main menu that affect the etnire game

buoyant viper
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Every time i change a mat it got to compile ~19 shaders

radiant haven
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Have a PostProcess in my Character BP and I want it turned off if the box in the menu is unchecked

grim ore
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@buoyant viper it is very normal

grim ore
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once you get a material to how you want it but you just want to change values you can set it up to use parameters (change colors, glossiness, etc.) and use a material instance so then changes are instant and no more compiling

buoyant viper
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Best grass 4 ever 🀣

radiant haven
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@grim ore Anchors helped me out THX VERY MUCH

grim ore
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@radiant haven you would have to set up something to check for that box and toggle it. Is this main menu open during gameplay? If so and you know the box is in the player tell the player to change it based on the new setting. If this main menu is before the player loads then I assume you load the settings somewhere just have the player check for it when it's done. You could get super fancy and have an event dispatcher for when the menu loads that the player listens to so when it closes they can reload any settings.

radiant haven
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my main menu is a UI#

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and I cant call a custom event

grim ore
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sure you can

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you can do anything you want lol, it's programming. That's what makes it programming

radiant haven
grim ore
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well of course if you have a ball in your living room and you are in the backyard and you tell your dog "fetch" without telling it where the ball is he is going to not be able to do it.

calm widget
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@buoyant viper @grim ore his compiling shaders tho takes far longer than it should. i've noticed that on my friends unreal as well. takes forever, tried the same project and it's pretty much instant. we dont have that much different hardware

grim ore
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same thing with what you are doing

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@calm widget do you have incredibuild installed?

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or uh whoever has the slowdown do they have it installed lol

calm widget
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dont know what that is. so i dont think so

grim ore
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its part of visual studio and people click it and then it breaks stuff like compiling

radiant haven
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this is waht i want

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but its in the mainmenu UI and it only works if I am in the mainmenu

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if i go int o another level it wont load cause UE forgot this fucntion

grim ore
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ok so it sounds like there are a few issues.

radiant haven
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This is now in the MainMenu UI and the UI is only called in the MM Level

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thats the problem

grim ore
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the first being you never save your options so the player can load them later?

radiant haven
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it cant apply to the whole game

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what?

grim ore
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you said you have an option in the main menu to do something

radiant haven
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no

grim ore
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you never save it, the player has to change it EVERY time they play?

radiant haven
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acutally yes

grim ore
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well you can work on fixing that, that has got to be annoying, then once you save your settings you can load them up in any level later

radiant haven
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ok

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and how do i do it

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BP called SaveGame?

grim ore
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or you can save your value for that option in your Game Instance and then the player when it loads can check that value and do something. Game Instance loads up when the game starts and ends when the game ends, it stays around during level changes

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the Save Game object and system is for saving and loading up stuff, yep.

buoyant viper
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Alfa ain't working

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The background isn't supossed to be rendered

fierce tulip
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if its png, try tga

radiant haven
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no

buoyant viper
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tga?

radiant haven
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no

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use png

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BUT

buoyant viper
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And yes its a png

radiant haven
fierce tulip
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photoshop png does not properly play with alpha channel generally

radiant haven
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for me it does

buoyant viper
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No its not fotoshop

fierce tulip
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lol

radiant haven
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@grim ore are game instances called everytime?

grim ore
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@buoyant viper did you set up your material to use translucency and plug in the alpha from the texture?

radiant haven
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and how do i do it then?

grim ore
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I did just that with a surface material and it worked fine, you seem to have something else for your material type

buoyant viper
grim ore
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The Game Instance is just an object that exists at runtime, you can get it from anywhere using get game instance

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yeah you used masked not translucent, and if you use masked it goes in opacity mask not opacity

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so translucent -> opacity or masked -> opacity mask

dark depot
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@buoyant viper you need to use the opacity mask

light coyote
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May it be called EventBeginGameπŸ˜…

buoyant viper
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How?

dark depot
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when you have subsurface on the opacity plug starts to be for that and not

grim ore
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plug .. it... in!

dark depot
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^

buoyant viper
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I did set Alfa tho?

grim ore
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you plugged it into the opacity, move it to the mask instead

dark depot
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it right below it

grim ore
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its the fact you chose Masked for the blend mode on the left

dark depot
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opacity masked

buoyant viper
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Works ty!

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Sorry im soo damn new to this facepalm

grim ore
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materials are hard once you start screwing around with options. stuff just randomly moves and starts working or stops working lol

dark depot
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opacity changes what it is for when in masked and foliage

buoyant viper
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ty!

calm widget
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can i stop skeletal mesh from automatically playing animation in blueprint? got same problem in skeletal mesh window when previewing an animation, there's no button to return to pose

grim ore
calm widget
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is... is he dabbing?

dark depot
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there is a button to pause anims

light coyote
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I like working in additive.
Instead of using an extra chanel everytime i can.
I belive it just gets the current calculation for the pixel and adds 0,, so nothing happens, i belive its cheaper.

next badger
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additive animation or material?

light coyote
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Material mode

next badger
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but additive is translucent...

dark depot
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thats going to have different uses then something you would use masked on

next badger
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masked is opaque

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just to be clear, opaque rendered in main pass...translucency in a separate pass

light coyote
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They are diffrences wich i have not looked up yet between, masked, additive, translucent.

dark depot
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additive is more like translucent

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you would never use it on grass tho

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unless you want a blurry mess

pearl sonnet
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the pipeline video on academy is good for that

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series*

serene birch
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masked is opaque : each pixel you actually draw 100% replaces whatever was behind it

calm widget
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@dark depot hm it works in blueprint, still have same problem when previewing animation in skeletal mesh window tho. i know i've seen a return to pose button before, but it's not there

serene birch
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translucent is when the pixels you draw blend their colors with what was behind them

next badger
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@serene birch yeah, but it has more benefits, like it can be lit, and it has depth, and it can be used with decals

serene birch
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there are multiple ways to blend: additive, multiplicative, other but they are all "translucent pass"

dark depot
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they mean the additive mode

serene birch
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yeah, masked IS basically an opaque pass πŸ™‚

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ah

next badger
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all below Translucent is translucent

dark depot
grim ore
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but.. reading

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someone needs to put all of that on tape so I can listen to it on my walkman

dark depot
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.... lets look up to see if this is a WTF on this for those people πŸ˜‰

grim ore
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oh there is definitely not lol, art is hard for me 😦

light coyote
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I want to read it, but not now,, lazyness got me xd

grim ore
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I literally don't even think I understood the actual rendering difference between opaque and translucent until you guys just explained it lol

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replacing rather than blending heh

pearl sonnet
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no MathewW we need more of your videos on academy

light coyote
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Anyway i can save msg for later in discord app ?

dark depot
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i can resend it every hour tagging you if you want... or you can just message yourself

grim ore
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@pearl sonnet soo.... about that.... πŸ˜‰ also it's not academy anymore lol

next badger
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@light coyote yep

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the link will be pointing this particular post

pearl sonnet
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lol

dark depot
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oh didnt know they changed the name

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there needs to be like an email or something that messages when new stuff is uploaded

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didnt realize they added some newer things that are not all beginner

light coyote
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Cant figure out how to send it to myself.
Can someone DM to me ?

dark depot
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you can also just search the docs

next badger
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@dark depot it looks like page is missing few modes

grim ore
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yep the "unreal online learning" stuff is being worked on, they know they need notifications and a new thingy working better. thingy to show you what is new easier... lol

light coyote
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@dark depot yes, but its just handi

dark depot
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yeah i like the whole setup of the site just having to remember to go to see if they added anything is weird

grim ore
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the issue with that right now is if you are an artist you dont care about new videos on sound design. Allowing people to set up what they want to learn about and identifying that stuf easier is a goal.

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poor website is a baby and having serious teething issues heh

dark depot
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yeah that makes sense it also adds more work to setup an email list + collecting what is added and all that

pearl sonnet
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maybe make categories and people can upload their own, approval and voting system
ofc you lose quality control

dark depot
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i really like how the course stuff works though i think when you download unreal it should have a link to getting started for new people

grim ore
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I know they are trying and they have people working on it we just have to wait and give feedback and suggestions πŸ™‚

pearl sonnet
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i'd imagine it takes a lot of preparation and thought to put them all together by epic

grim ore
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there... is.... so..... much.............

pearl sonnet
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for sure

grim ore
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I just slap bang stuff together for my channel. Doing it for Epic is an.... Epic task πŸ˜›

pearl sonnet
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lol perfect choice of words

grim ore
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and it's harder than at first thought because you have to plan for translation as well

pearl sonnet
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you're on youtube Mathew?

grim ore
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I am on the YouTube, the link is in my profile

pearl sonnet
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sweet, thanks

dark depot
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most biz stuff is like that. like people can complain about learning sources or other things but the amount that any company normally does is alot more then just what a person does

grim ore
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oh nice the profile has links right to youtube now

pearl sonnet
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ya lol

dark depot
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i was in film before games and the amount of times i saw someone be like like they are terrible at this when x or y can do it cheaper and its like NO the scale is multiplied 1000%

pearl sonnet
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different worlds

light coyote
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I want to do just that,, a beginers guide starting from not knowing what cntrZ(me 3 yrs ago) is, to getting to know how to search the solution to your own problems.

I think that is the main issue when starting.
You dont know exactly what to search, and is frustrating unless you have a teacher.

That is why i did not find Mathews videos until half the way. Did not know to search certain things i wanted to do.

next badger
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New blend mode

pearl sonnet
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true
and after you start to understand things
the biggest problem is, if you're artistically impaired like myself, that you have no assets to work with lol

next badger
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AlphaHoldout from 4.23

dark depot
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ohhh i didnt play with that yet....

next badger
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it overrides alpha from translucent objects

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the cubes here are translucent (but with 1.0 opacity)

light coyote
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@pearl sonnet I have a little bit of art skill, but i had to do it wether i liked it or not xD

pearl sonnet
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i just cant force my brain to do it brother
you can be skeptical and cynical of code but still produce but looks good and feels good to me are always -1 when i try to go artsy

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and i end up staring a day at my screen

light coyote
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Im more of an artist than programer.

But.
Artists are becoming more programers and viceversa, or that is the feeling i have with regards to unreal.

pearl sonnet
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yea also times change
although that could be strongly subjective
10, 15 years ago i'd know so many people doing so many different things
one programs, the other is an audiophile another loves to model 3d
these days i'd have to learn it all myself, which im too old and rusty for

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connectedness and communities should be stronger than ever but i don't see it πŸ˜›

light coyote
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@pearl sonnet i would say you are much more capable of copying another thing than you actualy think.
Like my first task was to copy a megaman, and i was amazed that i could actualy do it.

I was a draw stick man person

pearl sonnet
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hell, i tried a stick man, got annoyed with my mouse and spent a week pondering over buying a drawing pad before i thought as if that's gonna make an artist πŸ˜„

light coyote
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No no

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Paper first

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Generaly speaking tablets have a trust issue to us

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In paper is intrinsic where you are going to draw, and you may turn the paper, or bend your arm or whatever, to draw something in a more confortable/confident way.

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.
With digital tablets,, unless you have one with a screen, that relation is broken.

You are forced to trial and error cntrZ test to know where you are = i dont like that.

pearl sonnet
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true, i'd have a full time job ctrlZ-ing lmao

light coyote
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πŸ˜‚

pearl sonnet
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could get a good deal for a cintique tho

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the pro 16 with screen i think it was for like 400$ with a stand

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the benefit of having your stuff digital and ready to import is cool

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and you could use it for sculpting too

light coyote
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Look up at Gaomon

pearl sonnet
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doesnt magically give you the skillset to make something pretty or hell, even what you need xD
id start with a little guy but the allways turn intobfat monsters

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haha

light coyote
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XDDD

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Good ones are expensive.
I have the Gaomon pd1560 wich quality/price is a prety good deal.
My first tablet was a 45€ from aliexpress.
Good to get the cheap thing to test and play before.

buoyant viper
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How can i paint my grass to the terrain?

pearl sonnet
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yea maybe just to test for starters

calm widget
pearl sonnet
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was 2019 cintiq 16
just found the website but now its for 550

light coyote
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@pearl sonnet battery died.
Yes, its worth a try for 40bucks.
Maybe you crash it against the wall after a week xD

pearl sonnet
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40 bucks doesnt hurt as much

next badger
light coyote
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?

next badger
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since translucency is always rendered above main pass, you can just mash 2 meshes together

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translucent meshes removed from main pass anyway

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main pass is masked

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i'm not using TAA masking

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just texture with noise

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taa causes smearing

pearl sonnet
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might seem pointless but its probably a better wat to spend your time than driving circles

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way*

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πŸ˜‚

next badger
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it is lit, and it has shadow

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you can;t do those 2 things for any translucent objects

pearl sonnet
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russkaya sandhackbox

pearl wigeon
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god damn it

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i deleted a redirect to my character controller

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it deleted the character controller

next badger
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from explorer?

pearl wigeon
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no

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from in editor

abstract relic
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Right click on the redirector >>> fix up

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Instead of deleting

pearl wigeon
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the files gone

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i can't fix anything

abstract relic
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Time to pull from your repo πŸ€·β€β™€οΈ

next badger
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you can't delete redirectors in ue4

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just tried

pearl wigeon
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it showed in the delete menu

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asked do i want to change the redirector or delete

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pressed force delete

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pop, character controller is also gone

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unless i'm misunderstanding what the menu was asking

next badger
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delete menu?

pearl wigeon
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when you delete something

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anyway yeah gotta do what high tide said and pull from my repo

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but i gotta push the last commit first before I can pull from it

next badger
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nah, it's a reference menu

pearl wigeon
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alright

normal burrow
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if you had a redirector you moved it

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move the file back to where it was, named the same way sievaxx

next badger
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meant the file you're trying to delete is used somewhere else, if you delete it it will remove it from the place it was used in

pearl wigeon
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i must reiterate, the file is gone

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i can't move a file that doesn't exist

next badger
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it won't actually delete the referencing asset

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you deleted the actual asset, what you expect?

normal burrow
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so you deleted the original file?

pearl wigeon
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looks like it

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it doesn't matter though i have a repo

normal burrow
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may matter if you end up with two copies, but confused about what you actually deleted πŸ˜‚

pearl wigeon
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i was trying to rename the character controller as it had a typo

normal burrow
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yea, was just saying if you name it back to have the typo again, and then fix it again again, it should re-make the redirector. if you deleted the redirector and the asset nothing you can do yea.

pearl wigeon
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well github i would love if you told me which file or at least which files go over the limit instead of just telling me

abstract relic
worthy flame
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anyone know this?

pearl wigeon
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do you want the actors location?

worthy flame
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yes ill get it

pearl wigeon
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drag from hit actor, get a "get actor location" node, connect vector to location input of emitter

worthy flame
pearl wigeon
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yes

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oh shit i get it now, now i see why it won't let me pull the character controller from the local repo

lime gull
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Im gonna try my best to explain this, but for making a 2.5 d game, how would i make it so when youre in front of something it renders in front, and when you go behind you render behind it

pearl wigeon
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the project folder is the local repo

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i deleted the character controller from the local repo when i deleted it from the editor

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well, that's that sorted. now i have to make those 6 new functions all over again

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this is going to be fun

lime gull
pearl wigeon
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z order?

lime gull
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But how do I change it when I need, it always renders the same

next badger
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if they will have the same depth - you're can't do anything anyway...cause zfighting

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i wonder if you're using translucent sprites

pearl wigeon
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i don't understand why deleting files doesn't send them to the recycle bin

lime gull
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This could work but its a dumb way

next badger
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@pearl wigeon have you checked backup folder btw?

pearl wigeon
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which folder would that be

next badger
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inside Saved

pearl wigeon
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oh

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huh

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holy shit you may have just saved me the next 10 hours of my life

next badger
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i have 0 clue how autosave works, but it also there

neat forge
#

How do you move the window when youre in playing mode?
Trying to learn replication but the windows are on top of each other and I cant get the mouse to leave the window to drag them apart

next badger
#

@neat forge f8 then move window

neat forge
#

Thank you!

pearl wigeon
#

thanks alexey

#

you just rename the file, getting rid of the date

#

and place it in it's original place in the content folder

shell compass
#

When using the Open Level node, there's a checkbox called "Absolute". Does anyone know exactly what options it refers to carrying over?

#

When should you use one or the other? Does it re-trigger beginplays on one and not the other due to keeping gamemodes and such or?

cosmic matrix
#

Hello,
New in animation (i m a programmer)
I want to know how does fps animation work
I don t know how to fit weapon animation and player hands animation.

next badger
#

generally you have animation of the hands for some weapon, then you use IK/aim offset to adjust the position of the hands

#

ue4 has complex rigging abilities, you can control almost any aspect of the animation, yet you have to make the controls yourself

#

animations controlled by animation blueprint

cosmic matrix
#

ok

#

so i need to modify things for each weapons?

next badger
#

generally, yes, shotgun is quite different from pistol

cosmic matrix
#

yeah that one of my question ^^

next badger
#

but states of the animation probably will be the same

#

reloading, aim etc

cosmic matrix
#

But how can i make magazin i the hand
Do i need to animate magasine or the hand?

next badger
#

both
gun has own skeleton that handles the animation of each part, hands has own skeleton...you may use variety of tricks to bind bones to sockets etc

cosmic matrix
#

Oh ok

next badger
cosmic matrix
#

yeah i tried but there is no one

iron heath
#

Anynody know's how to play animation while simulating physics?

next badger
#

you mean on skeleton?

iron heath
#

Yes

next badger
#

bone(phys component) is either simulating physics, or animating, afaik not possible to do both

iron heath
#

When its simulating physics every bone that has a physics body ignores the animation

#

Are you sure?

next badger
#

COntent examples project has blending example

iron heath
#

In the "Advanced Locomotion System (Its on UE Marketplace)" the guy play a "Fall" Animation while simulating physics

#

@next badger Yes, but there they do it diferently, they use the Physical Animation Component

#

Thanks for helping through

next badger
#

iirc Advanced Locomotion System was free

cosmic cedar
polar hawk
plush yew
#

Hello all, just wondering if when i finish making my fighting game, i can sell it to like steam or something?

#

I dont know how marketing or profits work

polar hawk
#

But for real if like 8 more of yall could take the survey

#

that'd be great

spare sun
#

ok

polar hawk
#

Now only 5 short of 300.

#

ahhhh

spare sun
#

@plush yew yes, you can put it on steam and the similar. You'll have to pay to place the game on their platform though. Afterwards you'll have to report the revenue to epic if ur making enough, but it's all in the guidelines.

plush yew
#

Hmm ok

#

But in order for me to make money i have to have multiplayer which i probably cant support due to tight money.

#

Any other options?

#

Like can i sell it for like a cheap price?

#

Maybe 1k for a game that will make maybe 5k or something

spare sun
#

wdym 1k
Steam publishing fee is like $100

median wigeon
#

Anyone have any experience with using the geometry cache in Unreal? I used it for another asset and had no issue. Now that I am doing it for this asset, no UV's are carrying over and no blendshapes.

scarlet current
#

where would the best place to put the character attributes, in the character bp or some where else?

plain tiger
#

by Yun-Kun 06-02-2017, 03:37 PM
GameInstance (an object spawned when you launch the application and that remains the same until you close it)
GameMode (spawned when a level is loaded)
GameState (spawned by the gameMode)
PlayerState (spawned when a PlayerController is spawned = when a player arrives in the game)

You have to pay close attention to what you do and where you do it when coding a multiplayer game. When it comes to singleplayer, you can't really "have it wrong" except for GameInstance stuff.

But here are the general guidelines I follow:
GameInstance - Holds any non-pointer persistent variables (persistent means that you need to store in between two levels and that you don't need to store in a SaveGame)

#

GameMode - The overall game manager - starts and stops the current game space you're in, handles the GameStates and how they rotate - an example might be "King of the Hill"

GameState - Keeps track of every data relative to the current state of the game (timers, scores, winning team) that all players in the game need to know about, handles scripted events related to the state

PlayerController - HUD, Camera, Mouse, Keyboard, Gamepad, Inputs calling actions on the Character.

PlayerCharacter - Actions in response of Controller's input + Holds personal infos and stats (Health, Ammo - but Ammo might on your Weapon Class if you can switch Weapons).

PlayerState - Holds every variable non related to the PlayerCharacter that needs to be known by everyone (best scores, current killing streak, player name...).

lime gull
#

I have a weird bug with my 2d character, where whenever I walk into a corner or a wall ill get shot down, or bounced away (most likely due to the collision) any way to fix this?

#

Heres a vid of what im talking about

plush yew
#

Guys ive been trying to add a move to my character but have done absolutely nothing lol

#

Background info: a fighting game, so im trying to make my char throw a shuriken

late lake
#

What exactly is this d3d11 crash?

#

It seems to happen as often as I blink

sudden agate
#

@shell compass absolute is meant for the options you provide with Open Level. Absolute means it replaces the existing options string. If it is turned off, it adds the options (thus existing options are still present)

scarlet current
#

thank you @plain tiger very much that really help me out

celest ice
#

anyone?

fierce tulip
#

might have to press escape, or restart ue4 if the window-grab thingy is active and wont let go

celest ice
#

ahh.. lemme try

celest ice
#

@fierce tulip yeah restarting worked.. thanks!

fierce tulip
#

sweet

celest ice
#

what can i do so that when i start the game the player see from the camera on the right and not from the camera on the left???

#

anyone??

fringe olive
#

I did the pickup/switch weapons

celest ice
#

@fierce tulip why is it that when i start the game, the view gets stuck on the same camera i used for showing the menu background??

dire sentinel
#

how do i post in the looking for work channel?

warped tangle
#

check the pinned messages

dire sentinel
#

thx

buoyant viper
#

When i import a FBX its making multiple meshes of the planes i got in it

fierce tulip
worthy flame
#

is there a way to make a node that applies to all(players and AI) if they colide with a box it does the same thing to them?

buoyant viper
#

an OBJ dous not cause that iissue

#

just the FBX

fierce tulip
#

because different fileformats.

buoyant viper
#

Now not all meshes are showing up.

#

The crap

#

Nvm two sided isnt selected i guess

shell compass
#

@sudden agate Ah that makes sense, thanks!

wary wave
#

looking for the documentation that describes functions when initialising a new player, but can't find it - anyone have any idea?

tame delta
#

Deleting 1000 actors take about 5 minutes (where the engine completely freezes, before showing a loading bar for another minute).

Merging 1000 actors in place and ticking "Replace actors" removes all those actors and spawns a new one (that can be easily deleted) in about 10 seconds.

What gives?

#

I mean obviously those 10 seconds are used to actually merge the meshes, merge the material, set up the LOD and everything, so why can't the engine just delete actors as instantly as that? This has me confused.

fierce tulip
#

double checking/loading all its references?

#

iunno

rotund scroll
#

memory

#

and memory pointers

#

garbage collection takes longer than replacing pointers

#

just like in real life

honest vale
#

GC is deferred though, isn't it?

tame delta
#

Well, either way it's doing something that it's not doing when replacing assets 🀷

#

So I literally am just merging assets now whenever I need to delete them. The usual way people do it in datasmith is to delete the project and make a new one when you have too many actors. Because it's literally faster to reconvert huge CAD exports than it is to delete them.

rotund scroll
#

@honest vale it still has to mark all assets for collection though

harsh tiger
rotund scroll
#

given that those are the only two variables you have given, I can only assume they aren't moving because you are not paying them enough

harsh tiger
#

the player money is irrelevant to zombie movement

serene birch
#

we can go FAR with that

#

did you even code the zombies movement/AI? πŸ˜„

rotund scroll
#

I would assume there is no code

#

or code fires incorrectly at best

harsh tiger
#

the code is from a pack im using and its a mess

#

it has a follow target and that value gets set to none

rotund scroll
#

so you had the solution all this time?!

harsh tiger
#

an thats being fired on a tick which i dont think should be the case, this was working last time

serene birch
#

the green polygon is the navmesh I presume

#

it is weirdly shaped for that though, aka why doesn't it cover more of the ground?

harsh tiger
#

thats the nav mesh yeah an no cranz, even when the references is the fps char it wont move

serene birch
#

your Get Closest Character

harsh tiger
#

i have no clue man, its been fucked in multiple maps. im working on this project with someone else an he sent him content folder an the whole thing is a mess when i added it to mine

serene birch
#

doesn't look like it's connected at all to Is Valid

harsh tiger
#

it was, i disconnected it because the follow target was making it return is not valid

#

thats my main issue. as you can see it has a reference. but once it goes into the set it goes to none

stone oar
#

If it's not valid then is pending kill (or null and you see it's not null). That doesn't exists anymore. That would explain why you see that when you hover ClosestPlayerReference (as it exists but is pending kill, that doesn't happens immediately), but at it is deleted before you you have set it. Using isValid prevents that kind of problems. Being not valid it tells you that your problem is not in the code you shown, but somewhere else. You need to find out why ClosestPlayerReference is assumable in pending kill status. Check what is done to it before.

buoyant viper
#

Who knows a good tut on how to make grass?

harsh tiger
stone oar
#

@harsh tiger So, it's not your code? Well, when I looked quickly there is one problem. I think you should not use ClosestPlayerReference. The code you shown doesn't clear that variable if players are not found. That's looks like an internal variable. So by using that you can get a reference to an actor that has been found much earlier (and is now pending kill) if you current frame has not closest player. The code on the other hand resets the variable FollowTarger properly, that is the variable you should use instead of ClosestPlayerReference. Use FollowTarget and remember that it can be null (so use that isValid). That should work.

harsh tiger
#

its not my code is the fpsk pack from the marketplace. im working on a project for someone an he used that pack as a base an building on top of it

wary wave
#

I wouldn't rely on the debugger, it's unreliable

grim ore
#

print string all the things!

stone oar
#

Naming in that method is little bit odd, as ClosestPlayerReference seems to be internal variable and ClosestPlayerDistance is supposed to be used from outside

wary wave
#

test it properly with branching and/or logging

#

yeah, good old fashion printing strings πŸ˜„

stone oar
#

πŸ˜„

grim ore
#

seriously in the debugging course that may or may be coming to some certain UE4 website Print String debugging is the first debugging shown... because reasons

harsh tiger
#

im using 4.23 if that makes any difference

grim ore
#

as a simple question are the zombies even set up to use AI in the first place? AI controller, Possessed by the AI controller, etc?

harsh tiger
#

one thing i noticed is if i uncheck them boxes the zombies move, but its very gittery. but i think its because its on a tick for some reason

#

yeah they use ai controller mathew

grim ore
#

well that shouldnt be on tick....

#

and if you got them moving you atleast have something to fix now πŸ™‚

harsh tiger
#

its the way it came set up. its super weird haha

grim ore
#

doesn't mean it's correct tho for your project, calling move on tick is... odd

harsh tiger
#

its working in his project, just not mine which is strange. might be to do with the nav mesh or something

midnight gate
#

so i have a svcore board when i play right? why is it in the main menu its only suposted to be in the levels no where else

grim ore
#

when do you create the score board

midnight gate
#

oh it was a game mode thing

#

i juts set the main menu level to a difrent game mode

#

anyways hows eveyone doin?

stone oar
#

@harsh tiger That uses also the FollowTarget, that's the variable to use

harsh tiger
stone oar
#

But in tick... You should call that only once and then again if needed when OnMoveFinished or OnMoveFailed

harsh tiger
#

omfg

stone oar
#

That would work, then you can reset the do once on either of those two conditions if needed

harsh tiger
#

im still not sure why the other guy decided to do it on a tick. but ill take it haha, thanks again

stone oar
#

Well, we are all learning. That marketplace code didn't impress me either

harsh tiger
#

from fpsk?

stone oar
#

Well, I saw just that one method, but naming and... what variables were visible outside

#

That one which set the FollowTarget

#

But there could be reasons for it

harsh tiger
#

GetCloestCharacter

#

yeah im sure it has a reason

#

but being a single player thing there will only ever be one character. so i dont see why it would need to check that

stone oar
#

When you die? Then the game could crash if there is no PC anymore

harsh tiger
#

im not sure how it handles death. something to make note of though thanks

stone oar
#

np

shrewd steppe
#

Is there any way to hotkey the fixup redirectors command

#

I find myself using it so much its a chore to constantly rightclick and find it in the context menu

harsh tiger
#

@stone oar i've got another problem

#

i took it off a tick but when that box is true then the AI just stand still. an if i uncheck it then they can move around

fierce tulip
#

or you know, find the right channel and ask the question

grim ore
#

@harsh tiger according to the interwebs the use pathfinding is supposed to use your nav mesh, if its failing with that checked but not failing with the other which is supposed to just use a straight line, then your nav mesh or AI agent setup might be bad

harsh tiger
#

i'll look into it. thank you!

gilded lichen
#

Hello, is there anyway to slow down a timeline, other than changing the overall length of the timeline?

#

as I have a target that moves left to right using a timeline and two points. What I want is when the player shoot a frost bolt at the target to slow down as if it was frozen

grim ore
#

@gilded lichen there is a "Play Rate" which determines as a multiplier how fast the timeline plays back it's timeline. 1.0 is the default

gilded lichen
#

is it just called 'play rate' is so I dont see it

grim ore
#

you would set or get it from the timeline component variable

gilded lichen
#

yea

#

ok

#

thanks

lime gull
#

Does Anybody know a fix for this bug I have? In 2d, when going into a corner I get launched down. If not then Is there a way to disable certain buttons, like w a s d

#

Heres a video of my problem

grim ore
#

input event -> check boolean -> do action based on boolean

#

how are you moving the character? is this physics based with a capsule character?

silent phoenix
#

I have somewhere enabled something that looks like a debug option. I'm getting some sort of line vector that seems to display the speed and direction my pawn is traveling with. Any ideas on what I enabled? πŸ™‚

#

"Spring Arm -> Draw Debug Lag Markers" success!

grim ore
cinder hearth
#

In what chat can I ask for help?

lime gull
#

@grim ore The movement is just the add movement input node, and it is a capsule component

grim ore
#

ok then yes you are using a character and collision so you are seeing expected behaviour. If you are trying to mimic more "non collision" based movement you need to rewrite it using a pawn and your own movement (adding to the current location, checking for collision, etc.)

#

you are seeing collision penetration and the engine forcing it out

lime gull
#

A fix that i learned for something like this from Gamemaker is whenever you hit a wall it stops you from moving until you go the opposite dirextion of the wall

#

Hence why I wanted to only allow movement in one direction based on trigger box collisions

grim ore
#

you can do that still

#

i mentioned it earlier, input event -> check boolean -> if boolean is ok then move if not do nothing

lime gull
#

I'm not at my computer right now to try and think of ideas but lemme see if I can sketch aomwthinf out

#

Oh wait

#

The movement input is an axis value, up and down are one node

#

So should i make 4 seperate ones?

grim ore
#

you can seperate them out to action nodes if you want or separate axis but you can still use booleans and if checks. Axis is going to be positive or negative depending on the direction so check of its > or < 0 and the boolean instead of just boolean. having up/down/left/right might? be the easiest tho in the end

#

lots of trying

lime gull
#

Yea ill do that

#

And i thought of a solution

#

Its a bad sketch but ill send it

vast fossil
#

hi, can someone translate a c++ code to BP for me ?

#

if its possible

lime gull
#

So the X is the main character and the 4 boxes are side trigger box collision components. I make 4 boolean values for each movement direction.

#

When the collision boxes come into contact with something itll turn off the respective Boolean value

#

and everytime I hit the move button, ill make sure to have a branch checking to make sure the respective boolean is on / off, and if its in contact then I will not add a movement input

#

I think and hope this works

#

Wish me luck all, Ill tell you the outcome : D

safe forge
#

yea sure that should work πŸ˜„

quasi star
sudden agate
#

thats how blueprint classes are named internally

quasi star
#

So I was just looking to get a list of assets on startup using the asset registry, I've ended up using ItemAsset_C for the class name to search for, this is correct due to the asset data being defined in blueprint instead of C++?

midnight bolt
#

is it not possible to have staticmesh and material isntance in the same folder, sharing the same name?

grim ore
#

they would share the same file name so no, assetname.uasset so the assetname cannot be the same.

#

traditionally you would use a naming convention such as SM_assetname and MI_assetname to indicate the asset type

summer tendon
#

hi

#

is there away to capture voice from android phone

#

i just need to get voice volume only

midnight bolt
#

thanks matthew, you're right

#

i wish ue could separate it into like umasset

lime gull
#

My plan worked flawlessly

vast fossil
#

what does get anim instance do ?

lime gull
#

And it killed 2 birds with one stone

livid portal
#

If I import a JPG roughness map (in this case from megascans), is there a setting to ensure ue4 doesnt bother storing RGBA, and recognizes that it only needs a single channel?

#

There's compressing settings in the texture properties, greyscale - but that lists R8, RGB8 and sRGB, so that seems like it doesnt try and store it only as a single 8bit channel

next badger
#

@vast fossil it's a montage code, probably deprecated

vast fossil
#

what do u mean deprecated ?

plush yew
#

Man i'm lost with cpp in Unreal , trying to make a simple grid but have no idea where to even start

grim ore
#

do you know C++ outside of UE4?

plush yew
#

No and i already know what you're going to stay, right now i'm trying to figure out a path to take once i learn the cpp

grim ore
#

do you know Blueprints in UE4 yet?

plush yew
#

Yes and i've zero intention to use them for core stuff

grim ore
#

then you will know what to do in C++ once you learn it. Every BP node has C++ behind it, prototype it in Blueprints to get the flow working then duplicate it in C++.

plush yew
#

That's not really helpful innit

grim ore
#

How is that not helpful

hidden heart
#

Yeah bit confused @plush yew

plush yew
#

Eh forget about it it's just easier to give up at this point

hidden heart
#

Ok

grim ore
#

Well that is true

summer tendon
#

is there away to capture voice from android phone

#

πŸ€”

hidden heart
#

#mobile might be a better spot to ask

summer tendon
#

thank you

gleaming creek
#

Is there a better way of checking if there's something solid in a particular location, other than doing a trace for 0.001 distance?

manic pawn
#

maybe overlap with a sphere?

gleaming creek
#

I want to check if an area (e.g. a cube) has any non-moveable solid things in it, in other words if the space is blocked

manic pawn
#

overlap with a cube of the size of the area

gleaming creek
#

I think the overlap functions are only for finding actors, rather than physics channels

#

Need to double-check that

runic iron
#

Does someone know what this SCS_Node is ? I tried fixing this two warnings but clicking on these don't do anything

late lake
#

I'm not knowledgeable enough to give advices, but isn't Sweep something related to that? @gleaming creek

manic pawn
#

sweep is like a trace but with a shape, so that is even worse

gleaming creek
#

With the mini-trace method, I also get weird results with geometry... which shouldn't matter too much as a final product should use static meshes anyway, but I use geometry for prototyping levels, so it's kind of annoying

#

(It thinks the areas inside solid sections of geo are empty)

manic pawn
#

triangle colliders are not solid (they collide at the surface only)

#

so you will not be able to detect being inside them in any way

#

unless a polygon of it intersects the area

gleaming creek
#

Hmm, annoying

late lake
#

I see

gleaming creek
#

I guess that counts for using per-poly collison as well

manic pawn
#

yes

#

only primitives and convexes are solid

gleaming creek
#

Argh that screenshot, brown on brown

#

It's entirely possible that what I'm trying to do is infeasible, and probably crazy

#

I'm trying to use traces to map out which parts of the level are open space, and which are solid

stone oar
#

why not to use navigation mesh?

gleaming creek
#

It's not 3D

#

That's effectively what I want, but one that is not limited to the floor

#

I'm trying to use this to model the path of sounds through the level

stone oar
#

You mean static things blocks sound and you want to know where it is blocked?

gleaming creek
#

Exactly

stone oar
#

And not reflected from other objects to that blocked area?

gleaming creek
#

It would effectively be pathfinding

#

So the sound would take a longer route and be quieter

stone oar
#

so you would use pathfinding length for that, nice idea

#

sounds laborious, that must be gameplay feature in your game?

gleaming creek
#

Yes, I mostly don't want sounds to be heard through walls

#

I'd considered looking into Steam Audio

#

But I need to also apply this to my AI

stone oar
#

Sounds going through wall are too powerful (remembering times when I abused sounds heavily in CS)

gleaming creek
#

Since AI who can hear the player through walls would be really bad

#

Possibly the game with the best use of sound like this was Thief: The Dark Project, and it's kind of sad that it hasn't really been improved on in 20 years

#

They had to manually place the sound zones in the levels, built from manually placed cube volumes, and sometimes I wonder if that wouldn't still be the better idea

stone oar
#

Sound is generally not used enough. I have been developing for VR and it's usually very focused on visuals, but sounds can tell very much about the environment too

#

Your problem sounds a thing that must have some academic research on it

jolly frigate
#

hmm. anyone stream on mixer?

stone oar
lime gull
#

Anybody know a good and efficient way of making a text box like this?

#

also make it play a sound for each character that gets shown

gleaming creek
#

You'd use UMG

#

Should be a simple timer that copies the characters one at a time from the string it's been asked to display, to the string it's actually displaying

#

3D grid is one way, but I had turned off that because it needs a huge grid

#

Sound should be able to slip through pretty narrow gaps

#

And the number of cells in your grid becomes insane if you include that third dimension

#

Actually gave up on it after the engine started breaking my loops for being too long and it thought they were infinite loops

plush yew
#

Quick questions, since stuff using for loops in blueprints is more performance intensive do you just rebuild whatever uses those in c++ , do you make custom cpp stuff for the blueprints etc. What's the approach ?

gleaming creek
#

For loops should be fine in blueprints in the vast majority of cases

#

You'd only really care if you're doing something really intensive

stone oar
#

@gleaming creek have you played warframe? it seems that it uses 3D pathfinding which documentation is available

gleaming creek
#

Though as mentioned it can get a bit hairy if you try to do a million iterations in a loop

#

No, I haven't played that

dense gate
#

I personally use a combination of sphere traces with ForEach for a majority of my gameplay logic and it runs just fine on a laptop so I'd take that as smooth enough

stone oar
#

Click the "pdf" at the bottom

#

Little bit heavy to read, but you might need to things by yourself as engine doesn't help you much

plush yew
#

Alright what about stuff requiring ticks? What are the alternatives?

gleaming creek
#

At a quick glance it looks like they're using voxels

#

Just generally try to avoid putting things in ticks unless necessary

#

Use timers and delays to make them run only as frequently as needed

plush yew
#

Alright

gleaming creek
#

That's not to say that you can't put a fair bit of processing into the tick event without getting noticeable slowdowns

#

But eventually it will start to effect performance so only put things that are necessary in there

heady lynx
#

So when you say timers and delays...where do you put them? On tick? I've been thinking of delaying execution of a function (every few ticks or so) but I didn't know where to do it except hooked up to on every tick.

gleaming creek
#

If you put a delay node in an ontick event

#

It will effectively mean that it will only tick that often

#

Because the delay blocks the tick from firing again until it's completed

#

(technically it just stops the path into the delay node from executing again until the delay has finished, IIRC)

stone oar
#

Would wiser to just change tick to be triggered on longer intervals in that case, it can be changed

gleaming creek
#

You can also manually set the tick interval

#

... That

heady lynx
#

How?

gleaming creek
#

It's in Class Defaults

#

Tick Interval (Seconds), near the top

heady lynx
#

Ah, thank you both!

gleaming creek
stone oar
#

It's actor based value, so you can set it slower for actors that don't need tick that often.

proper crane
#

"Please install the latest NVIDIA PhysX system software"
"NVIDIA installer cannot continue - same or newer version is present"

#

Wh-...

stone oar
#

And disable tick for actors that don't need it

proper crane
#

Wha-...

gleaming creek
#

One thing I've idly wondered is if having tick enabled on your actors, but without the node wired up, has a performance impact

#

I'd assume it's smart enough to just not tick them at all if they're not wired up

heady lynx
#

Perfect

stone oar
#

I remember one livestream where it was instructed to disable tick if not needed

manic pawn
#

if the node exists, the function will exist and need to be called

#

so make sure to remove the node

stone oar
#

Don't know the effect though if unused

gleaming creek
#

But if you do have a tick event and you don't need it currently (e.g. it's only relevant when the actor is in a certain state), you should definitely disable tick until it's needed

#

For example I coded a door that needed a tick event while it was moving (to see if it had reached its target)

#

So I turned on the tick event when it started moving

heady lynx
#

Grayed out node that hasn't been hooked up shouldn't be called if they have any sense...but you never know what's under the hood

gleaming creek
#

and turned it off when it finished

#

Anyway, on my pathfinding/sound thing, my plan is to break the space up into 3D cells

#

Cubes of varying sizes, basically

dense gate
#

Aight, so I have a somewhat more abstract question than most

#

How would I go about allowing mod support in my project?

#

I can have a certain plugin I pak additionally and add to the installation, but how would I go about detecting it?

#

And especially whether that plugin contains additional character(s), map(s) or gamemode(s)

gleaming creek
#

That one's above my engine knowledge grade

#

@manic pawn BoxOverlapComponents actually does work, I'm foolish

#

I somehow assumed it would only check if the actor was inside the box, rather than checking its actual physics

manic pawn
#

it just uses the physx overlap query

gleaming creek
#

It even seems to work with geometry somehow?

#

Partially, anyway

lime gull
#

@gleaming creek How would I make it copy one letter at a time?

gleaming creek
#

Get Substring function on the string

#

Start index 0, length being the integer you're incrementing over time as you want it to display more

midnight bolt
#

would it be acceptable to batch rename staticmeshes in project folder, not in UE? they are not referenced anywhere, but do have set up material

hollow frost
#

@everyone Anybody here know how to make a call of duty loadout system in ue4?

grim ore
#

@midnight bolt it's never appropriate to manage your files outside of UE4 if you have a choice. You can try it but be prepared for weird stuff to happen if UE4 is bored.

midnight bolt
#

:(

#

i wish there was such functionality

grim ore
#

technically you can write a utility widget or blutility to handle it, the Editor Utility Widget was designed for this type of stuff

#

well python was and you can use that as well but the EUW can do it as well lol

light thunder
#

Does anyone here recommend anything for using as a work log?

ornate ice
#

Good jknighjt

pseudo inlet
#

peace!

ornate ice
#

is there a way to make UMG animation reusable

#

for example a hover state on a button

#

I want to reuse the animation

#

on other buttons

autumn elbow
#

Anyone know if celebrities own their likeness? Can I make Bruce Willis in my game and not get sued? (given I don't call him Bruce Willis or any of the characters he has played. )

lime gull
#

It depends I think

#

I guess if youre changing the name and stuff its okay, but im not up to dats with copyright laws

autumn elbow
#

I have to google lol

normal burrow
#

The question is flawed

autumn elbow
#

How so?

normal burrow
#

If your asking if you can put Willis in then it’s not merely likeness

ornate ice
#

People is there a way to expose

normal burrow
#

If it’s a generic looking McClane looking brute. Probably not an issue

ornate ice
#

a CustomWidget element to edit

#

in realtime

#

for example a CustomButton

#

that has a TextElement inside

#

I have a variable to update the Text Element that I'm setting on the construct pin

#

but the text only changes when I hit play

#

but while I'm on the editor it looks like this

autumn elbow
#

Interesting...

#

Thanks!

quasi star
#

@ornate ice Use the PreConstruct event, this is fired in the widget editor so you won't need to play to see the text

ornate ice
#

niceeee

#

thank you very much

plush yew
#

Hi! I was trying to build UE4 from source but it takes a lot of disk space. Currently it's taking 70 GBs and it's not yet completely built. Can anyone tell me how much disk space it needs after a full build?

hard hazel
#

it's around 81.8GB

plush yew
#

God Dayum! Thanks for the info @hard hazel

vast fossil
#

does anyone know what AnimationThumbnailSkeletalMeshActor is ?

#

its a blueprint but when compiling, It gives error

#

even if the pb is empty

desert lava
#

Is there any method to generate point cloud from a scene?

cursive dirge
#

@plush yew that value totally depends on ue4 version you use and if you're using git clone or just extracted files from a zip or if you've cloned and tried multiple versions without clearing ue4 deps folder in between etc

#

but yeah, it's going to be big anyway

plush yew
cursive dirge
#

I assume that tells you to clone the repo

cloud cobalt
#

A regular game project with a bit of content is going to use around that too quite quickly tbh

cursive dirge
#

I'd just recommend reserving few hundred gigs extra on fast ssd for ue4 work if you want it to go smoothly

plush yew
#

@cursive dirge that's right i forked and then cloned it

#

yeah it took almost like 85-86 GB of data on my drive

worthy flame
#

that looks nice @fringe olive

fringe olive
#

@worthy flame Thank you πŸ™‚

worthy flame
#

also nice profile pic em5

fringe olive
#

Oh, you mean Em?

worthy flame
#

yup

fringe olive
#

Yea I love the last Album Kamikaze

#

Also Homicide and Rainy Days lyrics

worthy flame
#

same

#

going offtpic should probably stop or go chat somewhere else

fringe olive
#

Haha yes πŸ˜„

autumn trout
#

Does packaging need Internet?

#

Guys, someone answers

#

Are there lessons for proper packaging to prevent mistakes?

fierce tulip
grim juniper
#

Volumetric cloud rendering is planned for UE4 4.25.
GWseremePeepoHappy

thin tendon
#

Does anyone know of any articles that explain why so many big games aren't being released to steam lately? I'm wondering if there is something I am missing and if I should start looking at other platforms.

manic pawn
#

why would they release them on steam, who charges an insane 30% tax, when they can sell them on their own platforms or the epic store for much less?

fierce tulip
#

^

thin tendon
#

Steam doesn't charge much if you fill out the paperwork properly. They are only charging me 15% but I guess if they have the money for thier own store it makes sense

manic pawn
#

no? everyone knows that the steam tax is 30%

thin tendon
#

Not if your country has a tax treaty with the us

manic pawn
#

I am talking about the 30% you are losing to valve not your personal income tax

thin tendon
#

Sounds like I need to double check this. They gave the impression they were only taking 15%

manic pawn
#

when using unreal engine, you will lose 12% when using the epic store and 35% when using steam

#

so, there's why

fierce tulip
#

@manic pawn not to mention epic might be giving a bonus (or more) for timed exclusives

thin tendon
#

Well that sounds a ton better. But I messaged Unreal months ago and still haven't heard back

stone oar
#

Tax and Steam cut are two different things

thin tendon
#

Yeah I just checked you guys are right they are two seperate amounts

#

Wow didn't realise how much I was paying them for them to do nothing

abstract relic
#

That’s the general feeling for most developers

thin tendon
#

Thanks guys it makes perfect sense now

stone oar
#

Only good thing is that it's guaranteed that you can release a game, pay $99 and it's released

thin tendon
#

Is microsoft any better then Steam? They already expressed interest in me moving the game there

stone oar
#

And... in case of VR you know that your customers have Steam and use it

#

Who really buy games from Microsoft Store? Casuals maybe...

thin tendon
#

hmm got me thinking now

manic pawn
#

most players won't give a shit where they're buying the game, the problem is them knowing about its existence in the first place

stone oar
#

It depends on what kind of game you have. Lot's of small indie (platformers) are released on itch.io. Those probably don't make back that Steams $99 and are too small for Epic Store

#

It's like groceries, I don't care where I got my milk, but it's unlikely that I buy a milk from a store I never visit

thin tendon
#

I don't think my game is big enough for Epic and as for Steam I have already made way more then the $100 back. It might be worth sticking with Steam until I catch Epic's eye

cloud cobalt
#

If you released on Steam already, Epic won't care

thin tendon
#

Yeah but I think right now they are only taking games that are somewhat popular already

cloud cobalt
#

They are only taking the 1% most wishlisted titles on Steam really

#

if they agree to exclusivity

thin tendon
#

ohh wow

manic pawn
#

that plus a bunch of random ones

thin tendon
#

extremely selective

manic pawn
thin tendon
#

lol

#

That reminds me of that game called everything

manic pawn
#

(that game is actually very nice)

stone oar
#

That was a bundle, from same developers that made Journey

#

They get Journey as PC exclusive and their older games on side with it

thin tendon
#

ahh ok makes sense

fierce tulip
#

uhd journey ftw

stone oar
#

Journey is really one of the best games ever made.. I think. The game that is most Art that games can be

thin tendon
#

I'm going to have to look this game up now

fierce tulip
#

also the game that gave me the most feelz

thin tendon
#

It definately has a cool art style

stone oar
#

I haven't played that PC version, so I don't know how the games "special feature" works in PC, only played it in PS4

manic pawn
#

apparently it's a crappy, laggy port

queen peak
#

Hi! Is there a way to have my mesh particles react to motion blur from the camera? I'm testing out a one shot explosion and want the debris that gets fired out to have some nice motion blurring I can capture from a render sequence. The camera is stationary and when I apply effects like Bloom they show up in the cinematic veiwport just fine but MB just doesn't seem to display at all. Anyone have an idea as to why?

fierce tulip
#

hmm, dont think there is a good way still for mesh particles. though you could look into the previousFrameSwitch (material node) or try to get a smearframe material thing.

#

ha lol

#

S-ed said the same thing

polar hawk
#

Something I didn't expect

#

non-professionals want faster paced content

#

professionals want slower paced content

fierce tulip
#

O_o

#

i kinda expected that

#

non-pro's want it done asap

#

pro's want it to be clear so they can do it right the first time and not bish it does not work because rushjob

polar hawk
#

yet its mostly from pros I hear "put that video on 2x"

fierce tulip
#

so ffin annoying to follow a vid tutorial only to skip back a minute because its too fast

#

O_o

#

if its just info, prolly. if its visually guides things.. slow pelase (for me)

polar hawk
#

slower pacing also implies covering more basic/fundamental things, instead of moving on

#

which is directly reflected in the numbers of mathew vs virtus awareness

#

and their youtube subscriber counts

#

ahhhhh

#

im never doing a survey like this again

fierce tulip
#

hehe

stone oar
#

I remember when I watched Unreal Tutorials around 4 years ago. Those very slow, 10 minutes of a simple thing. Then after X videos instructor changed and there was a short video of like 1.5 min full of facts

fierce tulip
#

i notice a trend in vfx tuts itself too though. people rather follow flashy crappy ones, than detailed thorrough gameready ones

stone oar
#

I liked the shorter one, of course I needed to go back or pause, but it was easier when there wasn't 8 minutes on common things in it

fierce tulip
#

same with epic livestream stuff showcasing new things.

#

be about one or two things you want em to go waaaay more in-depth in

stone oar
#

I rarely watch them live, because I wan't to go with different speed

fierce tulip
#

sadly I go to the gym those days, so cant follow along live

stone oar
#

Time would be perfect here, 9pm. Late night coding

polar hawk
#

I'm running into various walls that require more knowledge about statistics than I have

fierce tulip
#

O_o

#

i wonder how people who understand what has been said (professionals) claim its not accurate.

#

"a positive value in B (RGB - 0,0,100) into the worldpos will move the vertices 100 units up.
"people range this accuracy from 1-10" wut

stone oar
#

You can't say how accurate something is unless you know it already. So accuracy in teaching materials... If subject is about C++ and teacher speaks about C's character array, then it's not accurate, but how many noticed? (that happened to me real life, I was the one who asked why we are not using strings?)

pearl sonnet
#

reminds me of a tom scotts talk about how google AI can determine truth from fact

#

the interweb says so

#

keep it real πŸ˜›

wary wave
#

I literally never use video tutorials

#

it is simply not worth my time trying to scrub through the fecking things trying to scrape the tidbits of information you're actually looking for

pearl sonnet
#

eh, they're inspirational
most of them are copy pasta parrotted stuff anyway

stone oar
#

It's also hard to reference later "that thing was said in a video.. but in which video and what time?"

wary wave
#

precisely

#

whereas if it were text, ctrl+f will find it in seconds

pearl sonnet
#

not many people actually know the technicalities and what they could or should be doing
just getting views

fierce tulip
#

some of my older videos make me cringe hehe

#

even removed some because I now know better

polar hawk
#

re: learning methods

fierce tulip
#

i wish i could read source code :p

pearl sonnet
#

lol there's more to tutorial videos than just raw fact

grave nebula
#

Surprised by amount of people leaning on video tutorials.

#

Especially in professional part.

pearl sonnet
#

it's more entertaining,
shows a use-case,
if you're an absolute beginner it shows the bells and whistles of the actual working environment

dont think anyone can deny the appeal of some background music and following along
but ofcourse the educational quality/value is more often lower than say engine docs πŸ˜›

cloud cobalt
#

I'm not surprised, though obviously disappointed that lots of pros would rely on video

polar hawk
#

remember, pros are non-pros with jobs

cloud cobalt
#

And I would absolutely deny that music and stuff like that has any appeal to me

#

No question

fierce tulip
#

lol

grave nebula
#

<

cloud cobalt
#

Please give me the info as fast and accurately at possible with no added sugar

#

(why I don't watch video)

pearl sonnet
#

haha πŸ˜›

#

there's just more to connect in your brain when you see stuff in a use-case

#

the music... yea that's just to make it feel good for majority

#

which could help learning tho tbh

#

its kinda hypnotising to most, so you focus better

cloud cobalt
#

I'm not looking for focus, though

#

I'm looking for fact

fierce tulip
#

it might depend on what you are learning.
If I want technical details I want to read
If I want to learn about artistic side of vfx, i'd like to see it visually as well.

cloud cobalt
#

Yeah, I'm sure people on the art side are more sensitive to video

#

Videos on code is just... not something i'm ever going to do πŸ˜›

fierce tulip
#

XD

polar hawk
#

with this logic, it is sound that an engineering biased survey would lean more towards non-video methods and an art biased survey would lean more towards video methods, right?

fierce tulip
#

3 hour hello world tut

cloud cobalt
#

Yes Allar I agree

fierce tulip
#

I think so @polar hawk though a survey might be needed :p

grave nebula
#

Would not be so sure.

#

Likely not.

cloud cobalt
#

But also younger people watch a whole lot more video

#

My proportion of video view is like 0.1% - when no other resource exist basically

grave nebula
#

Show preferred method by occupation pl0x.

polar hawk
pearl sonnet
#

what i think biased your results are who are classified as pro or dud πŸ˜›

fierce tulip
#

i expected waaaay more env art/ld's

manic pawn
#

y is the blue part on the left now

polar hawk
#

cuz google sheets

#

is a fucking nightmare

pearl sonnet
#

someone who has no need to get familiar with tooling or the software can focus mainly on applying code

polar hawk
#

you have no idea how much I strugged just to get the coloring the same lol

grave nebula
#

shame that stacked cats and not well represented.

cloud cobalt
#

I understood that reference

light thunder
#

Does anyone here recommend anything for using as a work log? Some Game Development progress log/planning

polar hawk
#

@manic pawn when im done all source material will be released so people better at organizing information can do it if they desire

#

i've learned I hate data

#

also

#

inherent problem with self reporting of skill

pearl sonnet
#

people are prone to overestimating themselves πŸ˜›

grave nebula
#

Pros. Pros everywhere.

pearl sonnet
#

yea

polar hawk
#

but this is neat