#ue4-general

1 messages ยท Page 562 of 1

dim plover
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Nah, you pretty much always need it.

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Since when you move, you specify whether or not you want to use pathfinding.

light thunder
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I mean you can do just one

copper flicker
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"you could try streaming NavMeshBoundsVolume in. Again, not sure if it will work since we don't use this approach internally"................

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oh crap

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yes, I need one big navmesh, that can work

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but the Unreal programmer dude sais it might not work

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O o

dim plover
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FakeEnema Feb 25 '15 at 2:10 AM
Sorry for the delayed response. I did the actual scaling in Blueprints. I exposed the UNavigationSystem::OnNavigationBoundsUpdated function to Blueprints, and called SetActorScale3D on the NavMeshBoundsVolume in my level generation blueprint, and then called the OnNavigationBoundsUpdated node afterwards. 
plain tiger
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Are listviews shit to work with, or is it just me

copper flicker
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although I don't see why you can't stream anything that's inside a level

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I haven't touched lvl streaming yet

plush yew
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where do i post my camera trouble?

plain tiger
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Is one gamemode blueprint supposed to handle ALL different gamemodes? Or... have a different gamemode blueprint for each gamemode?

copper flicker
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ok, it works to load a navmesh saved in an empty lvl, via Load Lvl Instance

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works with lvl streaming too.. but that requires manual setup

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๐Ÿค˜

placid hornet
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Hello

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I have an issue with Unreal and Vs2017

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Whenever I launch Visual Studio from Unreal, It opens CMD rather than Vs2017

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This began to happen after I updated the version of my windows

radiant haven
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so he opnes cmd?

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just cmd as normal or is ther esmth written in the cmd

midnight tree
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Why did you chose Unreal over Unity or Godot?

radiant haven
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well for mobile developing i recommend Unity for pc UE and Gdot idk what this is

plain tiger
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@placid hornet I had the same issue. What I did to workaround this is re-install unreal after I intalled VS.

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btw, this was not after a windows update: I had a new version of VS

violet herald
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Question: I am working on a project with someone in ue4, we want to use a paid plugin.

Do we both need to buy it or will those new assets be added and work for them too.

Using gitsource

placid hornet
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@plain tiger thanks.

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I'll reinstall unreal. I thought I was the only one that experienced this

pearl sonnet
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you could quickly download the git source and run setup.bat and the other

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might be faster

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that might fix those relations

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i dont know how useful the visual studio installer package is for 'game development' and more specifically UE

grim ore
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@violet herald this is covered in the MP faq at https://www.unrealengine.com/en-US/marketplace-faq Can I share products with my team? Yes, you can share Marketplace products with your team but only for the limited purpose of the project that you are jointly developing. Content pooling or sharing products between developers outside of your organization is prohibited. Team members also cannot use products in an unlimited fashion for their own projects. How you share it is going to depend on the asset. If it installs to the project then it should be part of the source you are sharing. If it's an engine plugin then you might have to find a way to share it

violet herald
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Thank you, friend

plush yew
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anyone remembers what the ue4 optimize feature was called that keeps the fps at 60

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got it, was framerate smoothing

pearl sonnet
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im starting to see the appeal of 20+ cores, 64GB ram and pcie ssd
that used to be workstation hardware but these projects are getting beefier

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compiling [24041/40861]
1h in so far

grim ore
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not bad

pearl sonnet
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for a system not even 1/4th of that capacity, maybe

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i'm on an oldass i7 2600 with 16GB* and this source is on an old mechanical harddrive

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๐Ÿ˜›

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and i mean real old, that drive is probably 15 years old

grim ore
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im running the same CPU here with 10GBram so I know how that is. I can't even use the machine when source is building

radiant haven
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Guys want to make an elevator material using a panner but panner does not support Z Axis what to do?

median island
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The panner doesn't support z because it pans in UV space. You'll just have to figure out which coordinate (u or v) points up/down your elevator and pan along that axis.

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u=x v=y

radiant haven
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ye

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so dosnt work

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how I do it then lol

median island
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We'll need to see more info. Can you show your material setup and your mesh?

radiant haven
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u know an elevator

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that has this white bar every time

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for a lamp

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thats my setup rn

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but panner does not have Z

median island
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You need to connect a time node to your panner

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or it won't animate

radiant haven
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whats this?

hot thistle
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Can android ES3.1 be used with HTML5?

median island
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one sec

radiant haven
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no

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@hot thistle

pearl sonnet
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i dont like seeing html5 getting deprecated everywhere

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i mean both unity and UE are letting it go

hot thistle
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ES2 is so outdated and bad, cant even use it

radiant haven
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i can use it

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I made a game with it

pearl sonnet
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pong

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white on black

hot thistle
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Well, for my project it isnt an option, but the customer wants it with html5..

pearl sonnet
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i can imagine
browser apps/games have an appeal

median island
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@radiant haven

hot thistle
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My perfect landscape material got fked with the es2

pearl sonnet
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cool snippet

radiant haven
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ok

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well for what is thios float 2

pearl sonnet
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yea thats where stuff breaks, advanced features

median island
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type 'make float 2'

radiant haven
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yea h yeah

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but why

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for what and why do i use it

pearl sonnet
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because the speed parameter expects a 2d float struct

median island
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you have to separate it or it will pan diagonally

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That might not be an issue for you though since it's a horizontal line

radiant haven
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looks cool thx

pearl sonnet
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does lol

median island
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It's going to look different on another mesh though

radiant haven
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you know how to make an explosion effect?

median island
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its a circle on that sphere

radiant haven
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like in portal or somth the camera is shaking

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for example

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and is this an post process effect or what

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nvm

median island
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Hm, I haven't done that. You could aska round in visual-fx though

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ok ๐Ÿ™‚

radiant haven
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WOW

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ue made really everything ๐Ÿ˜‚

pearl sonnet
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ya lol

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recently found that they have a bunch of joints, hinges and stuff too

severe mirage
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hey guys so im currently building mmorpg starter kit for the marketplace and i heard from my friend for gameplay its better to use gameplay ability system that ue4 build..i wanna know what are the pros and cons for this system?if it worth it,how can i learn this system?

pearl sonnet
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programmer wouldnt be programmer not to try and make everything from scratch instead of snooping through the components lol

radiant haven
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yaeh

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a

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unity is from scratch thats why i left

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i am to lazy to do EVERYTHING

median island
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lol yeah, especially the material system.

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I don't want to write code to multiply a color onto my texture!

hot thistle
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Is it possible to create a launcher for your game which doesn't need an install? Like, just download a folder, run an exe file and you're done. No installation.
Kinda like old-school minecraft did

serene birch
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is there a doc page about the UE4 GBuffer format and options?

plush yew
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is there action that can realize when character is moving

grim ore
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@hot thistle it is possible but you would have to create it separately

hot thistle
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What do you mean by separately?

grim ore
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you can create your launcher in Visual studio using C# or C++ for example, or even in java or any other language

radiant haven
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WHAT

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VS supports Java?!?!?

grim ore
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I dunno I didn't mean it like that lol, just meant "java" as an alternative language to use lol

radiant haven
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HEHEHE

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LUA

grim ore
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what do you need the launcher for @hot thistle ?

radiant haven
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can you make a program in ue using BP?

grim ore
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i skipped lua and .js because I don't know if you can compile those into .exe files

median island
radiant haven
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like a level editor

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or creater

hot thistle
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Well, the customer wants it simple, thats why he wants the project to be on HTML, but if I can convince him that he can just download a folder without any installations, maybe he'll agree to that

radiant haven
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Mapping

grim ore
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the existing ue4 projects when packaged are just a folder with an .exe file

hot thistle
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Yeah I guess, but then compression and stuff needs to be applied

grim ore
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to what?

hot thistle
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Tbh I dont know, maybe its as simple as you say with the default ue4 package

grim ore
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the default packaging for windows creates a folder with an .exe to launch your project and sub folders with all the data in it.

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you can share that entire setup or compress it and send the folder which they can then uncompress and run

hot thistle
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Yeah, I guess download size is the only problem then

grim ore
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well the .pak file which is the majority of the stuff will already be compressed. You might not get much more out of it in terms of size savings

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and you would have the same issue with HTML, it doesn't magically show up in the browser it still has to download the files to your local machine to run

hot thistle
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I guess thats true

plush yew
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how to play this moving animation when character is moving

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i think thats stupid way because it resets animation everytime when i press those

grim ore
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arent you telling it to play it every time you press the button tho? it's doing what you tell it to do

plush yew
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i dont want animations to reset

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i just want it to keep going where it is

grim ore
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the betterer way is to use animation blueprints to control animations, it was designed for that

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if you want to do it like this maybe check to see if there is an animation already playing before you play?

plush yew
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there is idle animations yeah

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but when i press buttons it just resets walking animation

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i dont want it to do that

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animation keeps going ass long i press same button

inner yacht
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Can anyone tell me why my scene component fires dedicated server false with run dedicated server box is checked?

plush yew
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I have a huge problem regarding custom meshes created from Geo Brushes after a clean windows 10 installation. if anyone with a lot of experience could pm me & provide some help maybe I would greatly appreciate it

tiny coyote
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Is there a way to quickly tint the basic glass material (starter content)?

cyan cargo
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My Editor interface is all wobbly/twitchy after updating to the 23.1 hotfix... any tips for stopping this?

grim ore
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@plush yew what are you trying to animate?

plush yew
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walking

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and when i walk it cant play hit animation at the same time

grim ore
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but what are you animating? a box, a cat, a person? a plane?

plush yew
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tennis player

grim ore
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have you looked at the third person template and how it handles animation in the graph system?

plush yew
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no

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i dont understand it

grim ore
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but trying to not use the animation system is going to just end up with you hacking something together that may or may not work

left citrus
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Has there been a change to the node "PreparePerturbNormalHQ" since 4.23? I can see that the Value out pin is the exact same vec3 which is parsed in - though the documentation suggests it should be scalar?

tiny coyote
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@grim ore Thanks! I will try it out

grim ore
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@tiny coyote I also might have given you too much of an example lol, did you just want to "tint" it by basically adding a coloring to it?

tiny coyote
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jep

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nothing to realistic, just a basic tint

grim ore
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there is a color glass parameter exposed if you make an instance of it

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right click the material, create a material instance, and put that on your item. You can then open up the material instance and check the ColorGlass and adjust it there

cyan cargo
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Can anyone help me with the Editor flickering? it only started happening after updating to the recent hotfix

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It just jitters every so often while I'm working

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updated nvida drivers too to make sure itwasnt just that

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enabled HDR for Windows as well

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and set the Nvidia control panel to run only on graphics card andnot integrated

radiant haven
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guys my material is movinbg

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the problem is that It moves toooo fast

tiny coyote
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@grim ore Do you mean "M_Statue_Glass"? all other glass materials have just a black color as color input so I think you cannot tint the glass there

grim ore
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I assumed you were using the M_Glass material

delicate needle
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Question - Lets say I bring in a material into my project, and in the materials graph it used custom material functions. How can I "remap" or these materials, or re-direct them to see the functions that do exist, but in a different location in my content folder.

grim ore
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@cyan cargo what is jittering, menus or stuff like shadows. Do you have DPI scaling on in windows?

tiny coyote
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But there is is the color node just black?

grim ore
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you mean in the material when you open it right?

tiny coyote
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jep

grim ore
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go back to the content browser, click on the M_Glass to select it, right click it for the menu, at the top is Create Material Instance

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you can then put that Material Instance on the object you want to use this glass material on

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and if you double click to open the instance the details panel will let you change the tint color

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@radiant haven are you using a panner or time or sin or something to drive the motion? if so you can multiply it's output by a smaller number, like 0.5, and then plug that in and it should go slower

radiant haven
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yeah

cyan cargo
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@grim ore it's the menus

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I'll check if I have DPI scaling on

radiant haven
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its going to quick

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want that it takes its time

grim ore
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DPI scaling can cause it, its supposed to be fixed in .24 but shrug

radiant haven
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now its the white bar disapperas the next one comes immediatley

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i want that it waits idk 2sec

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before the next bar

grim ore
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what does your graph look like to do this

cyan cargo
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@grim ore thanks I'm changing the DPI setting now

radiant haven
grim ore
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what happens when you put 0.5 in the make float2 instead of the 1 ?

worthy flame
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how to do something like this. If the player is near a certain distance then do the thing after that, now I need help since I cant figure out how to do this with vectors since there isnt a <=. Does anyone know a way to do this?

tiny coyote
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@grim ore ah okay, thanks!

grim ore
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there is a node called Distance (Vector) that gives you the distance between two vectors @worthy flame

worthy flame
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ty

grim ore
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Distance 2D might be better if you want it to ignore the Z axis

worthy flame
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yes perfect

delicate needle
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Is a material that uses custom material functions permanently broken, if brought into a new project without knowing the location of the material functions in that new project?

grim ore
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if you put the material functions back in does it not work?

delicate needle
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If I were to call the function, or drag it in from the palette, it shows up.

radiant haven
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@grim ore its the parameter(rotation) nothing to do with the delay

cyan cargo
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bleh, set DPI to 100% and still getting UI jitter -_-

delicate needle
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It works if I rebuild the links, the material functions are indeed in my content folder, but opening the material gives me broken nodes and lots of "Unspecified Function" nodes.

grim ore
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@radiant haven so the node input called "Speed" doesnt control the speed.... is that what you are saying?

delicate needle
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Proj on the left, source project. Right - destination project. If I were to "migrate" it from the source project, the materials will work (causes other issues though). I f I were to do it "manually" I get broken material function nodes.

grim ore
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well the correct way would be to migrate them over

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manually you are just going to have to redo the connections, it can't fix them for you if it can't find them

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you might be able to use redirectors in the .ini file to do that but I have never used them

delicate needle
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Right, but that caused conflicts with other existing stuff that caused my cook to fail, etc. I was wondering if I could just work around that.

radiant haven
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ne I mean I want that everytime these white bars have a dealy

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before tehe next one is showing up

grim ore
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ah @radiant haven that is different ๐Ÿ˜ฆ you would have to have something else trigger it or use something like a sin with some math to cause a delay

radiant haven
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hard

cyan cargo
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OK jitter got fixed after updating not the graphics card but the integrated graphics

grim ore
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oh that's weird for sure, laptop or desktop?

worthy flame
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hmmm, my thing doesnt work how its supposed, I probably didnt place everything right

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supposed to be if the distance is less than some number then it should do damage

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but it fails every time

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nvm

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works

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cant have destroy actor

grim ore
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yes because you are destroying the thing that has this code so the end overlap would no longer exist

worthy flame
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yup, figured that

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yup and if im far enough i dont get anything

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ty for that distance node

plush yew
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how to make it so that particle is always there and doesnt left anything when it moves

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its just there facing player

peak acorn
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Hardattach it to player

upper heart
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I am debugging a big performance engine bug in 4.23 and would like results of a handful of gpu/cpu specs
If anyone has time could you download this project https://github.com/erebel55/PostProcessingPerformance
And perform the following steps.

  1. Open Project
  2. Play as standalone game
  3. Press "windows" key to tab in and out of the application. Observing fps and post processing time as you do.

Here is a video of me performing the steps for reference
https://www.youtube.com/watch?v=sFFYsJplWZI

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I would really appreciate anyone who can test it. Should only take a couple minutes ๐Ÿ™‚

grim ore
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I did and yes if the start bar is on the main screen it causes it, if it's on the other screen it does not

upper heart
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So you are seeing drastically low fps and high post processing time when the application is in focus?

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And then when tabbing out it goes up to expected fps and post processing time?

grim ore
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ok so

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60fps when launching, 120fps when I hit the start bar and its on the same monitor

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60fps when launching, 60fps when I hit the start bar and its on the other screen

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60fps when launching, 60fps when I alt-enter and it goes to window mode. no change when I hit the start bar on or off the screen

upper heart
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That's interesting. What are your specs? And what refresh rate is your monitor?

grim ore
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60fps when launching, I alt-enter to window it and then alt-enter to fullscreen it. 60fps when the start bar is on the screen or off the screen

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and by 60 i mean about 60

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no maybe its vsync locked actually lol

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tabbing out to another program on another monitor when its full screen gets it up to ~120

upper heart
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That's what I thought possible. I forcibly turn off vsync. But it's possible there is a bug with vsync in 4.23

grim ore
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yeah this monitor is 60hz so I cant test higher

upper heart
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I have a 60hz monitor too and am getting around 60. Someone else who tested has a 90hz and was getting around 90.

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What cpu and gpu do you have?

grim ore
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try this on yours, the last one i suggested

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play it, hit alt enter to window then alt enter to go back to fullscreen then hit windows key

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it shouldnt change away from the normal fps

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i7-2600 / 1050ti

upper heart
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yeah when I do that it stays at the 60ish

grim ore
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yep so there is another data point

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I also cant fullscreen it for some reason, r.setres 1920x1080f crashes it for me

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while wf (borderless fullscreen/windowed fullscreen) works fine

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lol soo... another data point

upper heart
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r.setres 1920x1080f works for me

grim ore
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project settings -> description and check settings -> Use Borderless Window

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this starts at 120fps for me, doesnt lock to 60

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of course I say that and running it again its now locked.. wtf

upper heart
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๐Ÿ˜›

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Is Postprocessing what is eating all of the time for you too?

grim ore
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see damnit it worked fine when I ran it again... wtf. and yes its the highest one on this example but on another project i had no post process showing up at all

upper heart
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You were running into this before I brought it up?

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I think Postprocessing might be a red herring

grim ore
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nah I watched your video and tried your steps in the project I had open

upper heart
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ahh okay

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I'm going to try going down to a 1 monitor setup and see how it behaves

plush yew
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is there a way to access a variable through an animation state blueprint?

pearl sonnet
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soon as this project finished compiling

worn granite
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animation state ? yeah

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animation state machine? nah

plush yew
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that channel is dead

worn granite
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/shrug

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wow it's so inactive the last message was from 1.5 hr ago

pearl wigeon
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why does controller pitch cause the capsule component to rotate

upper heart
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Disable Use Controller Rotation Pitch

pearl wigeon
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yeah but then my camera doesn't work

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and when i tried adding my own camera pitch method, it was all jerking at the bounds

worn granite
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There's a separate setting on your movement component

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the camera and move comp/pawn have this interaction around control rotation

pearl wigeon
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ah

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thanks

quasi star
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What's the difference between InputTouch event and other events such as BeginPlay? As you can see here I'm able to bind multiple event handlers to InputTouch but other events only allow one per class?

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Actually scratch that, I don't think BeginPlay is an event it's just a function the class is overriding

worn granite
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Timelines are sorta similar. those nodes wrap a delegate and you can register many callbacks per each input

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Actually, BeginPlay IS an event

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these are entry points that act similarly to events

quasi star
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BlueprintImplementable / BlueprintNativeEvent?

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But InputTouch is not setup the same way, right?

worn granite
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Yes, but also it has no return value.
No, InputTouch is not a function

bitter falcon
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Hi, I'm getting a weird shadow artifact on my wall meshes where they contact. I've adjusted the UV's every which way at the proper spacing and even adjusted lightmap size and still can't get rid of it. Does anyone know a fix?

worn granite
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I'm well aware of that class

quasi star
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This is nothing to do with the event I'm hooking into, is it? Not seeing any blueprint decorators

worn granite
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function name? not logged into github

quasi star
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InputTouch

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It doesn't look like it's anything to do with the event in the BP graph though, it's not marked as a blueprint event

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Doesn't even share the same signature

worn granite
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No, that's nothing to do with the graph

quasi star
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cool, I felt a bit tripped up looking at that for a moment

worn granite
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Well

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Okay

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Input is a complex beast

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I'm sure at some point the same touch on the screen passes through this function, but you're more interested in InputComponent

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UInputComponent.BindTouch

quasi star
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Got it, thank you for the heads up

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side note, writing touch gestures is hard ๐Ÿ™ˆ

worn granite
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if you're really interested in how the sausage is made

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K2Node_InputTouch

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ExpandNode let's you see what happens

quasi star
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Hmm, ExpandNode is new to me, I see it's there as a function on the UK2Node class but not sure how to make use of it. I've collapsed/expanded my own graphs but didn't realise I could expand compiled nodes too?

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Does this only work in C++ projects?

worn granite
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Nope

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if it did, all of BP wouldn't work

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Macros lean the heaviest on this

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control flow in general

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this is part of the compilation process

quasi star
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What would be the steps to take for seeing an implementation using ExpandNode?

worn granite
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Rephrase? Not following

quasi star
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If I wanted to see the implementation for InputTouch using ExpandNode how would I go about it?

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I guess it's probably easier to just look at the source, right?

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Oh ignore me, I see what you mean now ๐Ÿ˜‚

worn granite
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no worries

quasi star
worn granite
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You can enable intermediate product visibility in the settings

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Err. preferences

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that sounds like a fun weekend project

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a plugin that enables compiler vision

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let's you preview the expansion of any given node

manic pawn
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expanded nodes is ultimate wtf

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y is that a thing

worn granite
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because it do

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there's loads of things using it too

manic pawn
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actually wait

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I'm like 97% sure an older version of the engine had an option to make it save a copy of the expanded bp to view

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now I can't find it

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what happened to it

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it was a crazy mess with overlapping spaghetti all around

worn granite
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read up in this chat

manic pawn
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oh

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but binding and pressing it does nothing br_anim_thinking

worn granite
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Won't save intermediates out?

manic pawn
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apparently you have to press the keybind and then click compile

plush yew
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I need help with a custom mesh I made out of geo brushes. I have absolutely map breaking texture issues after importing the project again after a clean windows install. I suspect it might be references missing or somethin. Please if anyone could help me I would greatly appreciate it.

crude vessel
#

am I the only one confused by the Shared Data Cache not in use, performance is impacted error?

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I don't quite get what the 'help' document explains if i'm a solo developer working on one machine and don't need to share crap over the network

wild kestrel
solid sierra
#

So I'm trying to rebuild my lighting and it said failed to initialize swarm, check to make sure you have the right version of swarm installed. should I have it already?

open eagle
#

@wild kestrel how did that manage to get in-game

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I thought they are not rendered in runtime

open eagle
#

How can I make my character do an animation on KillZ

wild kestrel
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@open eagle i think they locked up on code enabling them not rendering, you should able to make shape components visible, working on office game jam entries i also find out console in shipping is not so dead either.

open eagle
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I see

#

@wild kestrel could you help me get my character doing an animation on KillZ

plush yew
#

I was so happy about this keypad code until I realized that if the password starts with 0 you'll never be able to enter it into the keypad

#

Does anyone know how I can update this to allow for passwords that start with 0?

gilded plinth
#

This is really a long shot but has anyone struggled through the action rpg epic sample? I'm currently porting it to a project and i can't get the items to load in the inventory arg. i have a couple clues why, but i'm not good enough yet to fix what i see

sacred sun
#

the forums page seems to be glitching and not loading for me. same for you guys?

#

wait internet explorer can access it, but chrome cant. is this the end of the world..

#

nevermind works again.

gilded plinth
#

when you use UE4s saved game class and save your game where would it normally save on your disk? is it Project/Saved/SaveGames/SaveGame.sav?

tulip helm
#

@sacred sun I can't access the forums. Connecting from japan. Tried with Firefox and Chrome. Both are stuck in 1 second refresh loops. It's been doing this for the past hour.

#

Strangely. Internet explorer works though. Thanks!

sacred sun
#

im able to access the forums right now from chrome. I only noticed the issue for about 5 min. kinda weird.

tulip helm
#

Ah I think it's a 2 step verification error. Using IE I was prompted to login. Initially, I tried to connect via previously used links. Using a different link, like to answer hub home page instead of "forums", I got the prompt to sign in and re-enter the two-step code.

thin tendon
#

I need help guys. I'm trying to make rain. I'm following a tutorial I will link. I get to the part where I have to change the collision of the rain to mesh distance field. AND well this causes my rain to not spawn as much and fall a lot faster

unborn ore
#

heyo anyone around to give a helping hand?

#

im trying to change a characters pose so i can take a nice screenshot but i dont know how to do it

bleak aspen
thin tendon
#

I figured out what is wrong with the rain from that tutorial. The collision setting for Mesh distance fields doesn't support static meshes dynamically created at run time. Does anyone know of a solution for rain that will work with dynamically created meshes?

honest vale
#

mind = blown

wary wave
#

wait what

#

lol

whole quarry
#

Really? That was one of the first things I learned about UE4 ๐Ÿ˜›

#

Whats next? Being able to press a key on the and a mouseclick to quickly add nodes?

dim plover
#

Just saying, there was a pretty big person here who didn't know you could have more than 1 content browser. ahem

wary wave
#

that I use all the time ๐Ÿ˜„

dawn gull
#

I'm makin' a game and I'm thinking having it on the discord game store or the epic games store. It's hard because on the epic games store i dont have to pay them the ue fee and its free bur not likely to get on and discord is payed, and i nee d to pay the ue fee. Which sounds better?
Also epic games makes me need to have a website

wary wave
#

there is no Discord game store

cloud cobalt
#

Discord store is dead

dim plover
#

Your only real option is Steam, frankly. Guess there are itch and GOG, but ๐Ÿคท

cloud cobalt
#

Epic Games require more than a website, if you're not a company with a highly wishlisted Steam game, they won't care

dawn gull
#

o o f

cloud cobalt
#

GOG also doesn't really care about games that didn't ship on Steam already

dawn gull
#

bad for indie devs

#

I might do itch for my first game so i can save up for steam

cloud cobalt
#

itch is free, but you will make $0 on it

#

You get what you pay for

dim plover
#

Stranger, did you hear about Steam's new store policy?
I think it's something like, if you create a Steam page, you are obligated to release on Steam (if you do release) for a certain amount of time.

cloud cobalt
#

It's not new

#

It's also not enforced

dawn gull
#

I have zero money so I cannot do steam ๐Ÿ˜‚

#

I'm in middle school

dim plover
#

Oh, did not know that. ๐Ÿ™‚
I guess Reddit did not tell the full truth, as usual.

cloud cobalt
#

@dawn gull It's not like people buy games made by a single person

#

Let alone anyone's first game

#

So don't worry about it, put it on Itch and you'll look at selling your next game

dawn gull
#

I have a little community of peeps who are excited about my game so maybe they would. (also yeah i looked at itch)

#

Oh, weird thing

#

I go on itch and try to make a new game and it always comes out with the same error even if I fix it

cloud cobalt
#

The error probably explains what you did wrong

dawn gull
#

Oop, nevermind I guess they fixed it because I would choose public/private and it would say fill out the description but there was a lengthy description of the game already but I figured it out

brave salmon
#

EXCEPTION_ACCESS_VIOLATION reading address 0x00000200 ๐Ÿ˜„

cloud cobalt
#

Get the call stack, find the bug

brave salmon
#

zero info there dude

cloud cobalt
#

Run it from Visual, get the call stack, find the bug

#

dude

brave salmon
#

[Callstack] 0x000007fecaab6cd2 UE4Editor-CoreUObject.dll!UnknownFunction []

heady aurora
#

Hey guys i was wondering and hoping if any of you can tell me where i can find an idle animation of a person with his arms crossed , i'm going through mixamo now to see but i can't seem to find anything thus far

brave salmon
#

gotta install symbols...

serene birch
#

it helps

#

unless your issue is lack of disk space

brave salmon
#

do I need source version btw?

cloud cobalt
#

No

brave salmon
#

issue came out of nowhere. literally didn't do shit

proper quiver
vale silo
#

Is there a way to set custom grid snap? There is 500, but let's say I need 512 units instead.

brave salmon
#

no linker? o_O

#

never ever use Plastic VCS guys. this would happen if you try to revert asset in the editor

pulsar badge
#

Quick question, what is 210UU in feet how would you find that out?

cloud cobalt
#

Basically 2.1 meters

honest vale
serene birch
#

that's more like 210 cm in feet no?

honest vale
#

you're right

#

I misread

wary wave
#

assuming engine default scale has not been changed

#

some games do that

dim plover
#

I saw someone here scale everything down by 10. Which, seems to be not a bad idea.

cloud cobalt
#

It kind of is

dim plover
#

I can think of some small things that would get a little messed up, but besides those, I can't think of any show-stoppers.

cloud cobalt
#

A lot of stuff from lighting to physics assume a unit scale of 1cm - you have to scale everything else too

dim plover
#

That is a good point.

cloud cobalt
#

Not to mention every single asset pack is scaled to that

#

There's just no good reason to ever change the scale, because the little comfort you gain will be massively offset

wary wave
#

just scaling all your assets and shit down by a factor of 10 is not the same as changing the engine default scaling

#

the latter is more involved, but not that difficult

green sky
#

Does anyone have a custom wheeled vehicle that you would be willing to share? I mean the default is buggy af. I would really appreciate the help. Oh and Btw the ones on the marketplace are either forgotten and not updated or just dont work right.

pearl sonnet
#

yes

#

but heres a tip, when i switched to 3dsmax, same model,
got the scaling right, and exported it as fbx
it worked like magic

#

compared to blender that kept driving me insane

#

pm me i'll send you a project

#

@green sky

#

i wonder how many people went on and tried a custom 'raycast suspension' approach from youtube before figuring that out

green sky
#

how do i pm you im new to Discord

pearl sonnet
#

just click on my name and type a message in there

brave nacelle
#

please help

#

i turned on my computer to the thing repairing my disk drive

#

my map and my ai are gone

#

the two things i put most effort it

#

it was early in development but if anyone has any ideas please tell me.

#

i haven't downgraded ue4

whole quarry
#

there should be a backup folder in the Saved folder inside the projects folder

#

in that backup folder it stores older versions of the files, perhaps you can find the map file in there and restore it back to an older version

brave nacelle
#

allright

whole quarry
#

also, hopefully learning from this, start use a version control system like Git or Perforce

brave nacelle
#

ok

#

it worked for the ai, but not for the map

#

at least i got the ai

cloud cobalt
#

Roll back to the last working version in source control.

polar viper
#

I can't seem to load a newer version project on to a tiny bit older

dim plover
#

What is that picture on the left? I've never seen that before.

wary wave
#

that's the blueprint diff tool

#

it thinks that the connections on the AND node have changed

dim plover
#

Might be interesting to compare them with copy paste (compare their underlying text representations).

wary wave
#

it seems to think they are now both connected to the opposite thing, but this is clearly not the case

#

(and also not possible)

plush yew
#

my glasses don't exactly let shadow pass through

polar viper
#

Can someone help me?

plush yew
#

depends, what's up?

polar viper
#

Trying to open it on a uni pc and this message comes up

wary wave
#

that message says exactly what it means

#

the version you last saved that file in, is newer than the one you're trying to open it in

polar viper
#

I know but is there anyway to get it to work? I need to show my supervisor my lighting

cloud cobalt
#

Nope

wary wave
#

no, you will need the version you saved it in, or newer

polar viper
#

Shit. Is there anyway i can import my lighting to a new scene

wary wave
#

no

#

you can't move it backwards at all

polar viper
#

F**k!

cloud cobalt
#

You can't use any asset of the project with an older version of the engine

polar viper
#

That is serious bs

wary wave
#

it's common sense, tbh

#

the best you might be able to do is copy the lighting actors from the newer level, paste into notepad, then copy the notepad contents into the old one

#

this is not guaranteed to work, or give the expected results

light coyote
#

@polar viper Right click the project opener to see the version,,, open epic marketplece and download it. It could be downloading riight now.

wary wave
#

if nothing significant has changed in the lighting between versions, it could still port across cleanly

polar viper
#

It's just a sky light and a light source

light coyote
cloud cobalt
#

@polar viper The basic idea is that switching to a new engine release is something you do over a week, carefully testing every part of your game to ensure nothing broke. Once you're 100% committed to that version, you actually do it, and then there's no going back ever

#

Every new UE release comes with hundreds of changes, sometimes incredibly large changes

polar viper
#

@cloud cobalt my uni computers never get updated

cloud cobalt
#

Then don't update your project

polar viper
#

I was working on it at home. Im a 3d modeler. I don't create games

cloud cobalt
#

Still, you need to keep one unique engine version for your project

#

Doesn't matter what you're doing on it

plush yew
#

why does a 3d modeler use unreal?

#

checking if it works for unreal?

polar viper
#

Im going to rry and update it

#

@plush yew because it's my honors year and my lecturer talled me into using it since I'm making a game environment and also for the rendering

#

If i was to render it on my modeling software it would take 3 weeks

wary wave
#

well, if you're making a game environment it makes complete sense to have it in a game engine

plush yew
#

.. well, that's the point?

polar viper
#

@wary wave yeah so I'm doing the grass and water in unreal and I'm going to try the portal door

plush yew
#

rendering in ue4 is not gonna get nearly the same results

#

you're better off doing it in your modelling software

wary wave
#

you can get very similar, if not fairly identical results in Unreal to say, rendering in Marmoset

polar viper
#

@plush yew nope unreal is so much better for rendering

cloud cobalt
#

If it's a game environment, it should be in a game engine

#

๐Ÿคท

plush yew
#

that's.. a weird thing to say

#

in a renderer, everything is nicely prebaked, with some horrible amount of dedication to lighting and realism

wary wave
#

but the point is, if it's a game environment, it should be built for a game engine, so it makes total sense to have it in Unreal

plush yew
#

that's exactly why it will take you "3 weeks" to render

cloud cobalt
#

Lighting in most UE scenes will be prebaked, too

plush yew
#

and why it'll take much shorter amounts of time in ue4

#

yes, it will be, if set to static

lethal roost
#

hey guys. is using .Build.cs and .Target.cs files deprecated?

plush yew
#

but if we're talking just rendering, I'd suggest you use your modelling software, and tone down your settings a bit

cloud cobalt
#

@lethal roost No, they're crucial

plush yew
#

if we're talking actual use in a game, go ahead

#

but I'd advise against using static in your scenes

cloud cobalt
#

Doing a game envionment for class outside of a game engine is just stupid. The point here is learning

plush yew
#

at worst, stationary

cloud cobalt
#

And... what the fuck ?

plush yew
#

at best, just real it

cloud cobalt
#

How is dynamic lighting the best option ?

#

It's literally the slowest and worst looking

lethal roost
#

@cloud cobalt I don't have any of those files but can still create dedicated server & client binaries using just RunUAT. Also, I'm wondering if UnrealBuildTool is needed as well as I haven't included that step in my builds

plush yew
#

because less discrepancy in your lighting

#

if you have to have a lot of things in your scene be movable, might as well have it all

digital anchor
#

hes working on environment tho

plush yew
#

else, your entire scene will lose realism completely because your objects share nothing in their lighting common

cloud cobalt
#

UE hasn't had visible static v dynamic discrepancies in a long time though ?

plush yew
#

oh?

#

wouldn't really know, I just moved back

#

I haven't used it since 4.13, played a bit with 4.16

#

I did hear they improved lighting quite a bit since 4.18 though?

cloud cobalt
#

Static lighting isn't great because you don't have specular highlights, stationary should absolutely the main lighting in a game if you don't need a movable sun

#

Dynamic lighting is horrible perf/quality wise

lethal roost
#

Also, how come I can create client & server binaries without using the UnityBuildTool step. I can do it just using RunUAT

plush yew
#

had problems with importing blender stuff, they just wouldn't accept being static, therefore I could never lay a shadow on them, and now I have no idea how to get shadows through and from glass material

#

yeah, I use stationary

#

I don't like static

cloud cobalt
#

There is nothing to like

#

It's about what you need

wary wave
#

if you don't know how to do these things, perhaps you're not in a position to be giving advice?

plush yew
#

I don't know how to do glass material shadows

cloud cobalt
#

Dynamic shadows have acute acne issues if you can't ensure light rays are perpendicular to surface ; they cost a whole lot in performance

plush yew
#

but, guess you're right, I haven't used much of unreal lighting since a long time ago

cloud cobalt
#

Please don't tell UE beginners which lighting method they should use

plush yew
#

but I don't really understand

#

I've known and seen many examples of pretty perfect real-time scenes in ue4

#

even with the newer versions

#

I know they're pretty taxing since it's real-time, but, I wouldn't imagine for a project for school, where you wanna show off what you can do, you would let 30 fps stop you

cloud cobalt
#

At the cost of significantly lower framerate compared to static/stationary lighting, no light bounces, shitty shadow bugs in some situations.

#

If you are showing off, you don't want dynamic lighting because it looks worse.

serene birch
#

heck, if it didn't look/perform worse

#

static lighting would be useless

plush yew
#

wait, weren't bounces added in 4.18?

serene birch
#

ยฏ_(ใƒ„)_/ยฏ

light coyote
#

@polar viper Have a look at marmoset if is only rendering what you ar intrested at.

cloud cobalt
#

There is no such thing as dynamic light bounces in UE4

#

Short of ray tracing

plush yew
#

ah

#

I think the scenes I had in mind were using ray tracing

#

AMD really should hurry with their hardware ray tracing lineup, instead of waiting a year or a half

cloud cobalt
#

The point is, if your objects don't move, static lighting gives you higher quality than raytracing, except it also runs on a potato

#

๐Ÿคท

#

It's a no brainer

wary wave
#

I don't think there are any UE4 games using raytraced bounce lighting on the market yet

plush yew
#

widespread hardware doesn't support it

#

and I've heard it's ass to optimize

#

amd really should bump prices down from the rtx lineup though, getting ray tracing more widespread

cloud cobalt
#

Meanwhile, stationary lighting yields better (quality) results, works everywhere and performs very well

#

So use it when you can

plush yew
#

didn't you say it doesn't have specular highlights though?

cloud cobalt
#

Stationary does

#

Static does not

plush yew
#

oh, you said static up there

#

yeah, I mostly use stationary

cloud cobalt
#

Static has basically no cost at all, it's free lighting.

#

Almost literally

plush yew
#

come to mind, why does this look like ass, and how can I make my glass cast shadows, and let shadows pass?

gaunt raptor
#

if i made a camera in my seqeuncer - is there a way to get that camera to be inside my level too ? i can only see it in the outliner when im in the seqeuncer

plush yew
#

it's best performance wise, but, it is still taxing

#

just the least taxing

cloud cobalt
#

No, it's not

#

Static lighting is basically a texture lookup

plush yew
#

huh?

#

a prebaked lightmap is still something your GPU has to load

#

It'd be costly at high scales on your VRAM

cloud cobalt
#

Yes. So it's like having one more texture on every 3D model you load. One that is usually 20-50x smaller.

#

Basically a 5% overhead on loading time

plush yew
#

hm

#

what is COD WW2 using for a game engine anyway?

#

that game has horrid loading times

cloud cobalt
#

You can put one grayscale map in the alpha channel of one model and have worse results than half the scene's static lighting

#

Seriously, it's free

plush yew
#

also, no idea on a fix for my table stuff?

#

didn't know it was so well optimized

#

in the industry, you mostly use 4.17 for a base, some move to 4.18

cloud cobalt
#

I guess I'm not in the industry

#

As to your table, translucent materials don't shadow by default IIRC

plush yew
#

yea, I know

#

but between moving from unity to unreal to unity to unreal, I've lost quite a few things I've picked up along the way

#

I should probably just google it

plush yew
#

ah, wonder why it's not in the advanced glass materials asset, or in the default extra pack

#

I guess probably because you can't use it for static?

#

I believe the default scene is just a static scene, but I'm not very sure

cloud cobalt
#

No such thing as a "static scene"

#

You have static or dynamic lights and meshes

#

Most objects will have both static and dynamic lighting

plush yew
#

but it's a static scene when everything placed in it is static, from lights to meshes?

#

I never heard about people saying what you said before

cloud cobalt
#

If you have set every light to static and every object, including players, to static, then you only have static lighting

#

Since you usually have moving players, this doesn't happen a lot

#

Same for only dynamic lighting - you usually have at least some static lights somewhere with static geometry.

plush yew
#

the scene is "static" though, and there is no player, just a movable, floating camera @cloud cobalt

#

but, a nonmoving, nonchanging, non interactable scene, with static lighting, is what I'd call a still scene, a static scene

cloud cobalt
#

Okay I guess

plush yew
#

you probably think I'm wrong, but, I compare it to a 3d modelling definition

#

it's static, since everything is static, and all you can do is look

cloud cobalt
#

Okay, so you have a static scene, now what ?

plush yew
#

ah, nothing, just thought your definition of static is a bit stiff

#

just that I think that the map in the default project is static, not much to put to that

cloud cobalt
#

Look, I'm an UE4 developer : a light can be static, an object can be static, and UE4 does not have a concept of static levels or scenes, so I'm informing you of that. You can feel free to define something if you want

plush yew
#

that's weird though?

#

I don't see the difference

cloud cobalt
#

Cool

plush yew
#

if light and objects are static, why isn't it a "static scene"

cloud cobalt
#

I guess you can decide to call it that if you like

abstract relic
#

Youโ€™re going to have a tough time if you ignore the engineโ€™s definition

plush yew
#

what is it's definition?

#

static lit scene? lol

cloud cobalt
#

Look, let's not go on with what is possibly the most useless discussion of the week

lethal roost
#

So, does anyone know the answer to this? I can build the client & server binaries just by using RunUAT. I don't use the UnityBuildTool step, I don't generate project files. But it works, so what are these steps used for when it works without them? I also don't create any .Build.cs or .Target.cs files

plush yew
#

haven't made anything other than singleplayer stuff, but, good luck

#

I know multi is a pain to set up

cloud cobalt
#

@lethal roost UAT should call UBT depending on whether you have code and whether you asked for rebuilding

#

If you don't have a build.cs etc, well, maybe you just don't have any code

lethal roost
#

yeah, just using the ue4 templates for now

cloud cobalt
#

Most dedicated-server-based game developers will use C++ so it's probably not a well documented process for Blueprint only

lethal roost
#

alright, well is there any decent examples out there for .Build.cs and .Target.cs files?

cloud cobalt
#

Well, I mean, are you writing C++ ?

#

If you're not, then you don't need these

lethal roost
#

I'm just experimenting right now with UE4 but yes will probably be writing C++

cloud cobalt
#

You'll write them when using C++

lethal roost
#

Are they also used to determine which code is dedicated-server specific?

cloud cobalt
#

Not much code will be dedicated-server specific

lethal roost
#

There is going to be some code that is dedicated server specific, for example server calls to submit stats / API calls to Gamelift middle-man, etc

cloud cobalt
#

Stuff like this will also be in the game code, just not called, based on UE4's server model

lethal roost
#

It's not ideal to have this type of stuff included in the client, what's the best way to ensure it just isn't put in there?

cloud cobalt
#

C++ preprocessor

polar viper
#

@light coyote it's not just the real time rendering i need UE for the grass and water as well. Plus it is a game environment

The other reason last year my university project took 20-30 computers and 2 full weeks

If i was to do it again this year it would take a whole 2 (possibly around 100 computers) and possibly 3-4 full weeks

light coyote
#

That is just abusive sampling

#

light sampling.

polar viper
#

Not just light

#

It has 20 different layers of rendering to worry about

#

Each frame

light coyote
#

Even then.
What i mean is that if you reduced sampling or whatever crazy thing that is iterating for more fidelity and precision. The diffrence between 1 week or two would not be perciveble i belive.
Maybe im missing something,, but that just sounds ridiculous in terms of time for an image.

#

wayyyy to much time

polar viper
light coyote
#

3 hours seems more reasonable

polar viper
#

I can't reduce the samples. If i reduced the samples there would be a lot of grain and noise even if it was 4k it wouldn't look nice

cloud cobalt
#

Use a denoiser ?

#

Though honestly this isn't UE talk anymore

polar viper
#

@light coyote i had 20 computers rendering that for a 5 minute video

#

@cloud cobalt i don't go near that it still adds time to the renders

light coyote
#

Ahhh, a 5 min video is a lot of images,,, that is what i was missing ๐Ÿ˜…

polar viper
#

Haha.

pearl sonnet
#

any tips

#

occasionally impact gets transferred more realistically but most often it just barely moves

#

maybe set frictions to 0 when standing still but who knows how it behaves in motion

#

motion

#

its all funky

#

i mean its a good/fair solution and im thankful for wheeledvehicle but i was talking to another guy who noticed weird collision when vehicles stand still so i gave it a try

vale silo
#

@wary wave @spiral tiger @kindred fable what's happening with UE4 forums ? Like they are stuck in the permanent redirect loop

lapis vine
#

Aaa good day, since days is like that.

wary wave
#

they were doing some updates two days ago and stuff has gone screwy

#

not sure when it will be resolved

lapis vine
#

Log out, restart browser log in, helps or not?

wary wave
#

I don't think so

lapis vine
#

I can do enter by Incognito ๐Ÿ‘

#

So, should be something cookies/session related.

vale silo
#

yeah, cleared cookies and it's back

whole quarry
#

why is it everytime that epic games does something with the forum, something breaks it critically? ๐Ÿ˜„

vale silo
#

now just have to wait for security code for login to arrive ๐Ÿ™„

lapis vine
#

Good luck!

#

... Anyway, I wanted to ask the community about: I want to start on some cel shaded sky day/night, weather, no need for volumetric. What is good start? I have Ultra Dynamic Sky, but haven't looked at it. Or maybe I look at something Epic made?

pearl sonnet
#

maybe check the Stylized Rendering project

lethal roost
#

so, has WITH_SERVER and WITH_SERVER_CODE been deprecated?

pearl sonnet
#

should be quick to test

#

i mean WITH_SERVER_CODE is there

lethal roost
#

Just not finding any >2015 usage examples and searching the repo doesn't come up with anything either

pearl sonnet
#

if its deprecated its sure used a lot

#

most recently 9 days ago

lethal roost
#

Oh, I didn't search that yet, only WITH_SERVER

pearl sonnet
#

We couldnโ€™t find any code matching 'WITH_SERVER' in EpicGames/UnrealEngine

lethal roost
#

Cool, thanks

plush yew
#

when i navigate the editor something messes up my mouse x and y axes

#

it's like x and y are flipped

#

only in a certain lvl it seems

#

somehow caused by the pawn, even when stopping to play

#

well i changed the rotation seems to fix it

lethal roost
#

Where can I find the syntax or some examples of .Build.cs and .Target.cs files that are up to date?

pearl sonnet
#

add a C++ class to your project and check in VS

lethal roost
#

As I understand it, generating project files isn't actually needed, right?

pearl sonnet
#

might be, im unsure if it adds the two you need without it

#

but i mean, UE should do it for you either when you add a class and it makes you a project or after generating source files

lethal roost
#

So, how does UAT build the client and server without these? For example, the ThirdPersonBP example clearly works multiplayer as I've hosted a dedicated server and was able to join it

pearl sonnet
#

in the background there are build flags

#

ifdefs

lethal roost
#

I guess I'm just wondering if any of these things are actually necessary or if I can continue to just use UAT to build client/server without worrying about .Build.cs and .Target.cs

pearl sonnet
#

server client are vague
they are essentially the same

#

if it works it works
it's vague to me

dim plover
#

There is really nothing complicated about Build.cs and Target.cs stuff.

pearl sonnet
#

true
but there is no archaic way to look at client / server

#

since they are essentially the same build

#

dedicated however could be different

lethal roost
#

Yeah, I don't think it's complicated, I'm just trying to understand exactly where they seem to fit in as you can seemingly build a UE4 project without them

pearl sonnet
#

yea me too

#

i've seen people stating that you'd need to do a source build and what not

#

seems overly complicated and unecessary

lethal roost
#

You need a source build for UAT to be able to package dedicated servers

pearl sonnet
#

that makes sense then

lethal roost
#

But so far, at least with ThirdPersonBP, I haven't generated project files nor have I created any .Build.cs or .Server.cs files and I can still build the client and dedicated server using UAT

pearl sonnet
#

would help if someone could link to official documentation or something because yea its ... vague

lethal roost
#

I don't think any of it is complicated, but understanding exactly the role of each component and WHEN it is necessary is important

pearl sonnet
#

you can even do commands from blueprint

#

i wonder if you can just flag server on some ctor lol

#

reason i wondered the same things couple days ago is because it's a good idea to keep client and server completely separate if you worry about 'private servers', reverse engineering, anticheat

#

if you're making a game where people can be either client or server all that matters much less

#

until you consider dedicated server XD

misty scarab
#

I have an idea for a game, just wanted to know if it could be achievable

pearl sonnet
#

oh

lethal roost
#

What's the difference between UE_SERVER and WITH_SERVER_CODE?

pearl sonnet
#

looks like UE_SERVER could be the correct flag for a server build

#

WITH_SERVER_CODE judging by the name implies that this code runs on the server

#

effectively they kinda tell you that this is currently server but are not the same

misty scarab
#

I was thinking like Minecraft with slants and much smaller blocks so it's much easier to build stuff and drive. To add to that maybe adding some guns and tools and buildings as a start

#

As well as some cars and enemies

pearl sonnet
#

it's a rabbithole but can be done

#

the procedural generation is a rabbithole

#

like everyone can do a surface and apply some perlin noise for height data but beyond that... lol

misty scarab
#

@pearl sonnet no procedure generation

#

Hand crafted map

pearl sonnet
#

then it'll be a bunch easier

misty scarab
#

Hand crafted caves and stuff

#

And you can build so

pearl sonnet
#

sounds fun

misty scarab
#

And mine but you'll need tools

#

Yea, it would be fairly easy

#

All I need is squared and a few triangular shapes

#

And that's my terrain

#

Keep in mind the terrain blocks are ultra small but that's really good for builders and destruction mechanics

pearl sonnet
#

it's a rabbithole though
a lot of us jumped in with both legs and figure out there is a lot involved ^^

misty scarab
#

Yup

#

That's why I hope I can be in some form of small team

pearl sonnet
#

ie saving and replicating your world to the rest of the clients

misty scarab
#

Yea

#

It would be nice. I do have a lot for reference as well

pearl sonnet
#

thats always good

misty scarab
#

Yup

#

I just hope I have some programmers on my team

#

By the time I'm ready

#

My brother has a few people he knows and I know someone so I hope things go well

pearl sonnet
#

start small, goofing around
a little sandbox to implement and test features

misty scarab
#

@pearl sonnet yup

#

I'm the artist and animator for this

#

Might organise stuff as well so I can keep a pace

pearl sonnet
#

then you got the most tedious and hard part on you ๐Ÿ˜›

#

from my programmers perspective anyway

misty scarab
#

Yup

#

It'll be good practice and stuff

#

I'll learn a lot on the way

#

If I can get a nice team up and a good audience

#

I only hope

#

I really hope

vale silo
frank escarp
#

forum is fuckd

pearl sonnet
#

lol

grim ore
#

Anyone know if there is a file picker for Editor Utility Widgets? IE: It pops up a file browser, I pick a file, and it gives me the path and file name?

grim ore
#

nein, that's for C++ not BP

pearl sonnet
#

yea

wild kestrel
#

@vale silo solved :> i placed spoiler tags

#

in AnwserHub i solve this by placing logs in code formating so it adds scroll

bold galleon
#

Can you publish a game to steam using unreal engine

#

Like any game software

wild kestrel
#

yes

pearl sonnet
#

yeh

wild kestrel
#

why not?

pearl sonnet
#

because EA

wild kestrel
#

UE4 even have Steam Online Subsystem which you can only use in Steam distributed games so :p

bold galleon
#

Ooooh

grim ore
#

I thought we all had to self publish if we were using UE4

bold galleon
#

I thought unreal engine was just a showcase software

wild kestrel
#

no, read EULA

dark depot
#

there are literally 100s if not 1000s of ue4 games

pearl sonnet
#

they all read the docs

wild kestrel
#

not to mention hundraids of UE4 games in every UE4 game jam

bold galleon
#

Well they do take 5% of your income but itโ€™s worth it

pearl sonnet
#

5%? oh thats nothing
i heard it was 30

bold galleon
#

Since other game creating softwares cost money

wild kestrel
#

you free to work on UE4, you also free to distrubute non-profit games :>

#

your obligations starts once oyu start erning money from the product

grim ore
#

I heard that nintendo gives you unreal engine for free if you ask nicely

wild kestrel
#

then after surten amount oyu need to pay royalities

bold galleon
#

Oh

tall pendant
#

UE4's 5% can be more than what Unity costs. But frankly in 9/10 cases it's the cheaper.

grim ore
#

oh FFS I think I found out what people are talking about when deleting large datasmith projects... this is silly ๐Ÿ˜ฆ

tall pendant
#

as most indies don't make tht much money

bold galleon
#

Wait do you just send the file to steam if you want to publish it?

pearl sonnet
#

i thought he meant steam takes 5% lol

safe rose
#

Can anyone get on the forums?

grim ore
#

I think you can create a new project, import the datasmith file, and put it into a new level quicker than deleting it from an existing project....

wild kestrel
#

there also set of exceptions: ```However, no royalty is owed on the following forms of revenue:

 1.  The first $3,000.00 in gross revenue for each Product per calendar quarter;
 2.  The first $5,000,000.00 in gross revenue for each Product from the Oculus Store;
 3.  Consulting fees or work-for-hire fees which are non-recoupable for services performed using the Licensed Technology (e.g., an architect-created walkthrough simulation or a contractor-developed in-house training simulator);
 4.  Revenue from an Unrestricted Product, including for clarity, revenue from a Product which solely relies on the Licensed Technology for production of non-interactive linear media (e.g., broadcast or streamed video files, cartoons, or movies) and which is Distributed in a form that does not contain the Licensed Technology or, in order to deliver, rely on servers running the Licensed Technology; 
 5.  Revenue from a Product which is only Distributed to Engine Licensees (such as through the Marketplace);
 6.  Revenue from ancillary products which are not software and which do not contain embedded information (such as QR codes) which affects the operation of the Product (e.g., comic books, soundtracks, apparel); 
 7.  Financial winnings generated by awards for the Product;
 8.  Revenue from donations for a Product which are not tied to Product access or in-Product benefits; 
 9.  Revenue from interactive amusement park rides which use the Licensed Technology; and 
  1. Revenue collected from an end-user buyer of in-game items or other in-game content for your Product which is sold by an end-user seller and which is actually paid to the end-user seller and is not retained by you or any other party.```
dark depot
#

@safe rose working for me

safe rose
#

...

grim ore
#

#3 is the best exception for me ๐Ÿ™‚

safe rose
#

I keep getting redirects loop

wild kestrel
#

not that "product" also can be service :p

vale silo
#

delete cookies @safe rose

safe rose
#

wtf

vale silo
#

I know

safe rose
#

or they can fix their site

dark depot
#

i know i was having issues with chrome

safe rose
#

Aye, I'm using Chrome.

#

Okay, guess I'll try that

bold galleon
#

Does unreal engine require coding?

#

Or do you just use plugins?

grim ore
#

yes

pearl sonnet
#

blueprint system is pretty good

#

i guess you can call that coding

grim ore
#

take the action RPG sample project, replace the artwork, sell for money. no coding required. Can do the same for the mobile match maker game.

dim plover
#

@safe rose
or they can fix their site
Looks at wiki. crickets ๐Ÿ˜ญ

pearl sonnet
#

100 people are downloading the RPG sample project now

dim plover
#

Just go on the marketplace, buy some templates and asset packs, boom.

safe rose
#

But yeah, I just deleted unreal engine cookies, and I'm back in

grim ore
#

they did it with the shooter sample project, I wouldn't be surprised if the action RPG is not already flipped

wild kestrel
#

@bold galleon you need to make logic for your game so yes there programing

#

but you can also make movies in UE4 :p

#

which require no coding

#

or programing

#

also archvis

tall pendant
#

nah. gamedev is pretty easy and can be done quickly.

wild kestrel
#

like 5 days xd

tall pendant
#

with Unreal or Unity pretty much no skill is needed to make a game. ๐Ÿ˜„

grim ore
#

hm... particles and effects, would you say it requires programming?

tall pendant
#

MMO or BR should be a 2-3 week project

wild kestrel
#

i say there is needed considering i see game jam entires with 5 people that look meh. assuming they had time needed

dim plover
#

2-3 weeks *if you're a beginner

vale silo
#

MMORPG @tall pendant

dark depot
#

MMORPG BR is where its at

tall pendant
#

the hardest part is to come up with the monetization model tbh

pearl sonnet
#

not at all
hardest is getting all your models and textures

#

lol

#

atavism known from unity platform is planning on ue

grim ore
#

not at all

pearl sonnet
#

if UMA came to UE that would help me

grim ore
#

hardest is getting a programmer to do all the work, art is easy

pearl sonnet
#

we're on opposite ends of that spectrum xD

#

both are valid arguments

grim ore
#

๐Ÿ™‚ lol that was the only reason I said it, I agree with the art part being hardest

pearl sonnet
#

i see what you did there xD nice

#

hehe we all know you program :p

grim ore
#

omg I hate deleting files in ue4. I know why it's so slow but... its so slow

#

I wonder if you could somehow load ALL of the asset data into memory in some fast network so the deleting process when searching for references was faster

pearl sonnet
#

mount folder to memory

#

or memory to folder rather

#

lol

grim ore
#

I dunno if that would help. at this point its using almost no disk access, an 15% cpu access

pearl sonnet
#

its making an epic effort that it deletes correctly

grim ore
#

it's got to be a single threaded activity

#

but even that makes no sense as none of the cores are loaded they are all working lol ๐Ÿ˜ฆ so sad

pearl sonnet
#

blocking io

grim ore
#

must be, the disk io isnt to blame here

pearl sonnet
#

hm

grim ore
#

I dunno some engineer smarter than me should fix this ๐Ÿ˜›

autumn elbow
#

Ohh shit!! There are people in here!

grim ore
#

like deleting this datasmith asset folder literally locks up my engine for 20 minutes ๐Ÿ˜ฆ

autumn elbow
#

You guys shouldn't be in here.. there's a gas leak

pearl sonnet
#

who smelled it dealt it

#

xD

#

should throw a bag of coins into the marketplace
just found all those crazy templates that i never saw

#

thanks whoever mentioned earlier

#

not sure if they are any good but ok

autumn elbow
#

Feels good to be back here

#

how's everyone? Happy Halloween

pearl sonnet
#

you know, everyones trying to wrap their head around the great UE

#

is it halloween already
weeks have gone by and i didnt notice

autumn elbow
#

I had a Unity project...now I'm back to Unreal

pearl sonnet
#

atavism is coming to UE thats new

#

in many months if they succeed

autumn elbow
#

No idea what that is

pearl sonnet
#

oh
it's like a huge starterkit for RPG and the likes

#

on unity

autumn elbow
#

Coolz

pearl sonnet
#

yea kinda
especially when it comes to UE

#

oh nice, N-Hance Studio has some consistent styled stuff on the marketplace

#

too bad its not a complete set of base roles for characters maybe

pulsar badge
#

If i update to 4.23 from 4.21 will my stuff still be there?

#

all the models textures assets i use

#

even if some are not updated to 4.23

grim ore
#

how will you be updating?

#

if you use the 4.23 launcher to open the 4.21 project it will ask you what you want to do, one of them is convert and make a copy. If you do that it will update your project to 4.23. At that point any assets being used should be flagged for .23 and if you open them, work on them, and save them they would be flagged as well if not.

#

if you just convert in place instead of making a copy it will work as well but you would have no way to go back if something fails

gleaming creek
#

Make sure to commit to source control before updating

#

Then you can always roll back if something goes wrong

#

Generally, updating only causes problems for C++ code

#

Though I have seen new versions introduce new Blueprint bugs (which Epic of course pretend aren't bugs and close)

#

But assets should be fine

#

You should still always be using source control

pulsar badge
#

Ok thank you guys

#

I usually go to the project file location and right click on it and upgrade version

heady frost
#

Hmm, I don't suppose anyone knows if activating a component also activates every child of that component?

#

ok looks like it doesn't

crude vessel
#

Would disabling the material slot be as good as turning that same.mesh off?

#

As far as render load

quasi star
#

When building a topdown rts with no physical pawn to possess I'm wondering if I should put camera movement logic on in the player controller or pawn, anyone have any ideas or thoughts on helping me make a decision?

#

I will want to have a follow mode so the camera can be assigned to an actor in the world and move with it, in this mode only some controls (rotate and zoom) will be enabled and pan will be disabled if that makes any difference to choosing between the two

gentle moth
#

Tips to build game ready models using less verticles? My models sometimes have around 600k, still doesn;t look good and are quite simple...

runic iron
#

Artists sculpt high poly models and then make a low poly version using retopology

#

But yeah to make models look good there's no real secret unfortunately : practise, practise and practise

#

Details can also be baked in textures

neat rune
#

@grim ore I was watching you video for Normalize to range and I ended confused since it seems to do the same as clamping, what's the differences between those two?

arctic valve
#

Could anyone help me with a collision problem? I want to make it to where my character can climb up on the box near the door but the collision makes the box fly away. the box is movable and can be picked up. Could anyone give me some tips to fix this issue?

wary wave
#

disable collision on the box when you 'pick it up'

arctic valve
#

well it doesnt wig out when you pick it up it happens when you stand ontop of the box

wary wave
#

ah, well that is an entirely different issue that cannot be easily solved

arctic valve
#

any ideas? been messing with it for abit

wary wave
#

more mass will mean it doesn't so easily fly away

#

there is also a character setting somewhere that changes the mass based interaction with physics objects

grim ore
#

@neat rune Clamp -> 50 value between 0 and 100 would return 50. 150 value between 0 and 100 wold return 100 (the return is a value between the min and max)

#

Normalize with the same would return 0.5 and 1.5 , normalize puts your value on the scale between min and max and outputs what percent (or 0 to 1) that value is

#

for example lets say I wanted my hit point bar to show how much HP i had left. I have 0 as the min and 985473 as the maximum hp. currently I have 10934 hp. I would get bakc 0.011095 (or around 1 percent) back as the value which goes in perfect for the slider I want to put that value into

#

Normalize is generally intended when you want an even ground to compare on. one person might have a larger hit points pool compared to a smaller for example but both are at 50% which normalize would help you determine easily

severe pulsar
#

is there any good documentation for working with ue4 and github

#

like

#

setting up a repo thats ur project and shit

grim ore
#

it depends on if you intend to use it inside the engine using the source control options or just externally

#

in general there is no real extra documentation, externally it doesnt matter what you are using it for the normal process for the source control is fine. If using the internal system https://docs.unrealengine.com/en-US/Engine/UI/SourceControl/index.html has the basics since that is all that should be needed. You tell it what you are using and give it the right info and it lets you push/pull/commit from inside the engine.

plush yew
#

I was wondering why his normalize with the default tolerance returned the same. I've never used tolerance when it comes to normalizing a vector or calculating a zero vector

runic iron
#

Check the #source-control channel's pins, it has some info on perforce, which is what most people like

plush yew
#

Any idea what that's for? @grim ore ?

runic iron
#

For ue4 and github if you use the latter for code only you could just make a repo with your source folder and config one maybe. For actual assets I have no clue though

arctic valve
#

is there a way to effect the physics restraints from blueprints? like the x,y,z stuff

grim ore
#

@plush yew I would have to see more info but maybe his values where just small

plush yew
#

Oh wait, I've just seen why

grim ore
#

well the forward vector is already normalized I think

plush yew
#

He's normalising a normalised vector

#

yeah

grim ore
#

๐Ÿ™‚

plush yew
#

Always easier with a rubber duck, haha

grim ore
#

it's always easier with a rubber duck ๐Ÿฆ†

normal burrow
#

agreed

midnight bolt
#

Any idea what "reading file" stuck at 20% can mean? I'm reimporting some assets. Now it seems stuck for over an hour