#ue4-general

1 messages Β· Page 563 of 1

dry moon
#

Level Seqence Player doesn't fire events, what's up with that

#

Ahh gotta bind it

pearl sonnet
#

cool

pulsar badge
#

Where do i find the Data Smith on 4.23?

pearl sonnet
#

you have to finish the questline and unlock the recipes

grim ore
#

are you enrolled in the Unreal Studio beta?

pulsar badge
#

no how do i

grim ore
#

how did you find out about data smith?

pulsar badge
#

its been around for ever

#

Im trying to link Cinema 4D to Unreal

grim ore
pulsar badge
#

omg, im so confused

#

thats what im trying to do

normal burrow
#

more abbreviations please

pulsar badge
#

I can't find the plugin for both partys UE4 and Cinema

normal burrow
pulsar badge
#

Yes and no, That was really old

#

from 2018 its not the updated one

#

I'm here but i can't find the download for Cinema 4D

#

plugin

grim ore
#

that plugin from the video is NOT datasmith so thats the first issue

pulsar badge
#

i Figured out datasmith

#

I just can't find the plugin for my Cinema 4D to link to Unreal

grim ore
#

there is no separate plugin for it, it's part of datasmith itself. You can enable the engine plugin for Datasmith for C4D inside of unreal once you have a datasmith enabled project created.

pulsar badge
#

ohhh

pulsar badge
#

So how do I put Datasmith into a project i already have?

grim ore
#

you don't

pulsar badge
#

already enabled

marsh swallow
#

Animation Notifies from Play Montage's only work in Anim BP's right?

#

This will NOT work as this is in a regular BP correct? I sorta remember seeing something about this before.

true leaf
#

I have a serious serious problem with UE$

#

UE4

#

EVERY TIME i make a change to the structure of one of my data tables, every single blueprint that references that table 'soft breaks'

thin tendon
#

Is there a way to make my own volume that can block particle affects? For example if I don't want it to rain inside I place a few volumes around the house stopping the particles from reaching inside the house

marsh swallow
#

lol, welcome to the club

#

Learn Cpp Structs

true leaf
#

when it is 'soft broken' it will not build into a complete game, but i can run dev builds of my game fine (usually) but there are warnings and it can break

#

and to fix it i have to rebuild nodes and recompile 100 things

#

and im literally dying

#

im about to throw this piece of garbage in the trash

marsh swallow
#

its not "soft broken", the serialization gets jacked and you have to do a few things to make them work again.

true leaf
#

okay well is epic working on a fix ?

marsh swallow
#

its been this way for the last 4 years at least.

#

there is no fix

true leaf
#

its unacceptable

marsh swallow
#

Learn Cpp structs mate.

#

they are honestly quite easy

true leaf
#

what do you mean by taht

thin tendon
#

Structures are a little broke in that they sometimes don't update when being changed. There was a trick I remember seeing that involved making a duplicate and renaming it

marsh swallow
#

i myself am NOT a cpp coder

#

but its still easy. ^_^

true leaf
#

well the fundamental features of the engine should work

#

or else they should not release new builds as 'stable'

marsh swallow
#

thats not fundamental, its a wrapper for Cpp.

#

regardless, we all know the pain. lol

true leaf
#

making a structure and data table and referencing it in a blueprint is UE4 101

#

this is bullcrap

thin tendon
#

Bro your not the only one. I had a struct break on me that involved changing the references to it. Which were in every script of my game

#

I feel your pain

marsh swallow
#

you either backup often, submit your changes and then close the editor, open the editor with no map, make your change, build and test and roll back if it breaks

#

or you learn to do Cpp structs and it never breaks

#

or get lucky it only has a couple references. lol

#

and then its a quick fix

thin tendon
#

What Darnius is saying is totally spot on. I have a product on store already and I learnt quickly to back up at the end of every day

marsh swallow
#

also Source Control is super important

#

really helps quickly reverse

#

now that said.... it rarely happens to me anymore in 4.22

#

it was all the time in 4.18

thin tendon
#

Ohh I got off track. Anyone know how to make a volume that culls GPU sprite particles?

grim ore
#

@marsh swallow the normal anim notifies do not fire off just the montage notifies that you set up in the montage will show up in there

marsh swallow
#

this is the montage itself and there is the notify

grim ore
#

that looks like an anim notify, when you are adding the notify look down the list for montage notify

marsh swallow
#

am i missing something on that or misunderstanding....

#

OMG! Thank you!

grim ore
#

lol

marsh swallow
#

so 90% of the articles are wrong

#

πŸ˜‚

grim ore
#

I dunno maybe?

marsh swallow
#

most of them say something about subclassing and they dont fire outside of the Anim BP etc

grim ore
#

if you look at the on notify begin execute wire it tells you it fires off from montage notifies

marsh swallow
#

I did see that!

#

i just didnt realize that Montage Notifies was in the lisat

#

i was going to Add Notify > new Notify

grim ore
#

technically that post is correct they just changed things over time to add default subclassed notifies to the list

#

I think around the time they added clothing simulation notifies

marsh swallow
#

interesting

grim ore
#

old info that sticks around is such a pain because you can't just go update every post and you can't assume people are using the latest stuff 😦

marsh swallow
#

lol

grim ore
#

like in .24 when it comes out and changes the launcher that has been in use for 24 versions..... how do you create content around that lol

#

"here is where you create a new project, unless you are on .24 and higher then you create it this way but if you are on .35 and higher you do it this way"

#

I think this is why people ignore "old" answers and content and I can't blame them

arctic valve
#

hey does anyone know why objects delete themselves when you texture it? i have a house and i dont have much in it but when i textured a object it deleted a object. im on 4.22 as well

plush yew
#

has anyone else encountered the issue where stationary characters are not properly pushed by other meshes/ actors? Like if you have a large wall that is moving and you walk into it, youll be pushed like you'd expect as long as you're airborn/ inputting movement. But if you're on the ground not moving you won't get pushed. The mesh will move until it overlaps the character's origin then it will teleport the character to the nearest acceptable spot

tiny sonnet
#

If you have anim montage that is in place but you want it to move forward while performing it, how would u achieve that

plush yew
#

any info when the chaos system comes to the normal ue4 build?

#

outside of source i mean

dense gate
#

I'll throw a wild guess and say 4.25 it will be an experimental plugin by default

#

I don't think I saw something about it coming for 4.24

dim plover
#

Chaos is too big to be included as just some experimental plugin.

normal burrow
#

Idea of an entirely dynamic linked physics abstraction spooks me dsLULSkele

Would prefer it stays a compiler define

plush yew
sudden agate
#

you need a SM5 Video card

plush yew
#

where can i get it

sudden agate
#

buy one

#

and dont use a laptop

plush yew
#

aww man

#

cant you guys give mw one

steel patio
#

Random question, does anyone know if there's a way I can stop UE from trying to open C++ classes/visual studio when I double click on a node for example? Frustrating how often this happens.

plush yew
#

doesnt happen on nonsource

#

ok maybe does with custom nodes

pulsar badge
#

Does any know why my textures are doing this?

gilded plinth
#

Hey all, I have multiple skeletal mesh components in my character bp for clothes. all additional Skel Mesh Comps use an anim bp with a copy pose from mesh. my really annoying issue right now is that when i pause the game, only my primary skeletal mesh comp moves and none of the skel mesh comps that use the copy pose anim bp node arg
Anyone have a fix? in short, can copy pose from mesh work when game is paused?

plush yew
#

can someone gimmie a video card

dark depot
#

@pulsar badge you need to UV your models

eternal orchid
#

I'm having problems. I keep trying to package my project for a demo launch, and every time I do my PC freezes durring shader compiling. Is there any way to fix this so I can get it exported? I have a amd Ryzen 5 2600, 16 gb of RAM, and an GTX 1050ti sc

plain tiger
#

have you tried waiting for say 5 minutes?

#

@eternal orchid it can take a long while?

#

also: take a look at your logs: perhaps something is wrong and trying to tell you there

eternal orchid
#

@plain tiger are you saying it's possible it unfreezes?

plain tiger
#

Mine takes a while to create the package. The computer freezes (a bit) during 30 seconds. My mouse still works during that time though

#

but things like voice communication will stagger a lot, videos will halt playing and such

eternal orchid
#

Oh no I'm talking full on full system freeze

plain tiger
#

hmm

eternal orchid
#

Like can't do anything

plain tiger
#

you have to restart to get control back?

eternal orchid
#

Yes

plain tiger
#

hmm

#

I have to give up 😦

eternal orchid
#

Damn it... I know I can export a basic level but if it has to do over 400 it faild

#

*fails

plain tiger
#

But basic empty example projects will package?

eternal orchid
#

Yes

plain tiger
#

when I did a 3500 shaders compile, it literally took 3 minutes before a counter showed up

#

but my computer did not 'totally freeze'

#

it only freezed like a little

#

hmm

eternal orchid
#

I've been trying to fix this for 5 hours and it's so frustrating

plain tiger
#

I would also really try to see if you can see the logs will give hints

eternal orchid
#

I've tried clearing the data chute, migrating files to the basic version, editing export settings, and some other things. Where would the logs be, because it dosent crash it just ceases to run and stops everything

eternal orchid
#

all of these directories are empty

plain tiger
#

Try compiling it on another machine if you can (to exclude your machine as factor in the problem, harddrives could be failing or something), try reinstalling unreal (to exclude a bad unreal being the factor). And/Or: if small example packages WILL build, I would slowly add components and shit to it, try to package it: untill I add the 'thingy' that makes it crash.

#

Other then that: I cant help you 😦

eternal orchid
#

Well, thanks for trying atleast. Guess I'll do this tommorow

thin tendon
#

I'm having issues changing my Clouds to a different colour. When I press the button it changes but changes right back

random moon
#

is there a difference between checking if a pawns owner is valid and doing a cast to the object?

thin tendon
#

You can cast and still have it not valid. To check if its valid you want to use is valid

surreal viper
#

is the forum working for you?

#

if I try to open the page the Logging in... text refreshes endlessly

fierce tulip
#

@surreal viper yea more peeps seem to have that problem. think there is a thread about it.

plain tiger
#

If I add an empty class to the content, it compiles just fine, but why does it not show up in my content?

whole quarry
#

Die jou check the right folder?

#

Did you*

plain tiger
#

it is in my project source folder, but it does not show up in my content folder nor in the content tab in unreal editor

river apex
#

Hi guys I have a permission issue with remote building for ios on win10 on ue4.20
been searching for an answer for he last day and a half
Has anyone solved it?

woven cliff
#

landscape blending material, how would u add multiple physical materials to have multiple types of sounds on a lansdcape?

fierce tulip
woven cliff
#

@fierce tulip sorry to let ur troll down, but iam looking for a work around since it's not really supported yet πŸ˜„

fierce tulip
#

In that case you should have stated that.

But I guess you missed the github one thats mentioned in that post.
And the paint weight setup works, though not as accurate as one would want.
so unless you go with custom code, or very painful workarounds like volumes or what not.. not so much.

#

Deathrey once mentioned raycasting the landscape

woven cliff
#

i missed the github indeed πŸ˜„ i think it would work nice with the landscape i have πŸ˜„ thanks

fierce tulip
woven cliff
#

i spent 3 weeks working on that project beliving that i can make landscape sounds easy, but i got bitch slapped today πŸ˜„

fierce tulip
#

we've all been there. "This should be easy!"
ONE BEARD LATER.. "I should have known better"

pseudo swift
#

hey guys is there a way to attach other objects such as cubes and point lights to a cable actor so they follow the cable movment ?

woven cliff
#

@pseudo swift i would add them to an actor

pseudo swift
#

alright and then ?

honest vale
#

phys mat handling should get an overhaul

pseudo swift
#

also is there a way to make point lights shine through translucent materials? for, example a lightbulb with a glass material and point light inside

#

for me it seems my glass material / sphere is blocking the light from passing through

honest vale
#

disable shadow casting on the transparent element

#

static mesh asset viewer should have an option for it

pseudo swift
#

disabled it looks like this atm

iron wadi
#

hey is it possible to bind input to accented characters? I don't have numbers on top of letters on czech keyboard, but special characters instead

honest vale
#

should be

iron wadi
#

but how? πŸ˜„ I don't see those keys in input settings and can't find names for those keys for manual binding

pseudo swift
#

@honest vale do you know why my sphere is preventing my pointlight from shining through?

honest vale
#

are you sure it is actually blocking?

pseudo swift
#

i think it works ur right, need to tweak some radius, intensity etc. i will figure it out, thanks for your help!

honest vale
#

because I don't see any shadows in that pic

woven cliff
#

@fierce tulip apparently it was supported after all and i was just being dump, all what i needed to do is remove the physic material from the landscape material itself and just add them to the landscape layers that we generate before we paint. πŸ˜„ thanks!

normal burrow
#

Great game, murder death kill

plush yew
#

Hi do you guys tend to rigorously analyse your performance issues or do you just change stuff until fps 'looks okay'

grave nebula
#

I prefer hypnosis and intimidation applied to QA, so that substandard performance passes instead of changing stuff.

plush yew
#

lol

normal burrow
#

Grunting too, unreal insights is great though if your looking into c++ optimization

#

Not sure how people go about measuring blueprint performance

dusty glen
#

How much money does epic take?

#

If a game made with unreal engine was to make money, how much would epic take?

#

% wise

storm burrow
#

5%

#

on EGS, 12%

normal burrow
#

well, 12% on egs is what you pay for being on egs where 5% is waived. valve takes something around 25 percent

abstract relic
ember cypress
#

30% is what Valve takes off the top for selling on steam, each sale*

normal burrow
#

doesn't it vary by agreement?

dim plover
#

For Steam? I don't think so. I think everyone is at 30%.

ember cypress
#

If you make over 10M you they take 27% or something.

tame marsh
#

I think if you're a huge player there will be negotiations

ember cypress
#

Or it's like, 10M is 25%, 15M is 20% or along those lines. For indies it's not something they'd see.

abstract relic
#

I’ve been told there’s some additional fee that it comes more to 35%-40%

storm burrow
#

valve takes 30%

#

period

#

then epic takes 5% if you use their engine

serene birch
#

20% is after 50M

ember cypress
#

On steam, yes.

storm burrow
#

if you are making millions, then you won't have to ask in this discord and yes, steam might offer you a lower rate

serene birch
#

the lower cuts only count for sales after the threshold too btw

ember cypress
#

On EGS they eat the 5%

tame marsh
#

@storm burrow Fair point haha

ember cypress
#

Last I checked, Epic still takes 5% gross for gross revenue over 3k each quarter.

storm burrow
#

yes, frozen

#

it doe

#

*does

ember cypress
#

Ok.

dim plover
#

Also... there are special royalty agreements for UE4. i.e. A good chunk of people don't pay that full 5%.

ember cypress
#

Been a while since I had to check that D:

storm burrow
#

yeah you can probably talk to epic

#

after all, based Tim is quite the philantropist

#

πŸ˜‰

normal burrow
#

same goes with steam

storm burrow
#

who gets a lower cut on steam while pushing low numbers?

#

@normal burrow

#

never heard of anyone who got that kind of deal

tame marsh
#

Remember the days when there were contests where the main award was a free Unreal Engine license

honest vale
#

I remember

#

Red Orchestra was the shit

tame marsh
#

Red Orchestra started out like that if I remember correctly

normal burrow
#

dunno what you mean by low numbers janklasen

#

you mean someone who isn't ubisoft?

honest vale
#

who here remembers playing RO-Berlin in mod 1.2 version? πŸ˜›

storm burrow
#

small indies who don't push millions of sales

#

has valve actually lowered royalty for them?

tame marsh
#

@honest vale I spent way too much time playing that with bots

normal burrow
#

if its happened its something they would have agreed to not discuss

storm burrow
#

ie say"oh, you guys are in the 20000-100000 range, but for x reason you will only have to pay 20%"

#

don't think valve does that

normal burrow
#

so your advice is, don't bother discussing a lower rate?

storm burrow
#

no, i was curious if you knew of an example

abstract relic
#

People rarely disclose it. If at all

normal burrow
#

yea you aren't allowed to make an example of it

storm burrow
#

looking at what valve has done, in terms of royalties and comparing to what epic has done, I think there is a clear difference in values there

#

but of course, asking never hurts.

dim plover
#

Speaking of people rarely disclosing things (in gamedev), gamedev seems to be quite secretive in general. It makes sense, but... 🀷

normal burrow
#

always ask yea

storm burrow
#

I think gamedev shares a lot

#

we literally have a conference

abstract relic
#

Egs is hard to get into regardless

storm burrow
#

of ppl sharing their technological, artistic, business and creative challenges

abstract relic
#

They decide if your game gets in. Not you

storm burrow
#

we have multiple conventions a year

dim plover
#

In terms of the business, only really small or failed indies give out their experience.

storm burrow
#

then, ppl do a lot of tutorials on twitter, reddit and forums

#

I would say our industry is quite open

#

in general

abstract relic
#

Compared to the Japanese game industry, we’re blabbermouths

storm burrow
#

yeah, but huge ones

normal burrow
#

lol :)

storm burrow
#

esp the graphics engineering comunity

#

is particularly open

normal burrow
#

its rare for most companies to disclose that kind of stuff floss, it opens them up to unseen consequences

wary wave
#

Eh, things only open up when the competitive advantage has passed

tame marsh
#

I think devs and gamedevs see something cool done by someone else, see that as a challenge, attempt to recreate it and then share their results

dim plover
#

You know what, I actually take back what I said. There are indeed a lot of information out there.
Even from big-ish indies, giving out numbers.

abstract relic
#

Devs do, not studios 😜

storm burrow
#

Eh, things only open up when the competitive advantage has passed

#

some devs post their tech talks before they release the game

#

πŸ˜„

#

2 years before launch

#

they published a complete presentation on their tech

#

so long about a competitive advantage

#

πŸ˜„

#

And studios do share a shitton. Ready at Dawn, Crytek (when they were more active), Ubisoft, Unity, Epic Games and even recently rockstar games started

normal burrow
#

more like they claim it :D but yea graphics is a pretty open thing for sure, thought floss was saying more along the lines of business numbers

storm burrow
#

business numbers, fair enough

#

however for big studios, you can simply get it from their earnings call

#

big studios are usually parts of publicly traded companies, so you get that info

dim plover
#

Nah, they usually don't discuss specifics -- they are not obligated to.

storm burrow
#

specifics not

#

but you do get some info

#

what would you be looking to know?

#

exact units moved per platform?

dim plover
#

Well, let's say how much Overwatch made from lootboxes. That sort of thing.

storm burrow
#

ooooooh

#

that kind of stuff

#

well

#

lootboxes are really microtransactions/ingame-purchases

#

could imagine they disclose how much of their revenue comes from that vs other areas

#

but not sure

#

but MTX are def blizzard's main income

normal burrow
#

they probably still make decent money from wow subs too

#

but yea we're drifting from the royalty question lol

light coyote
#

The wierd thing, that i belive to be true,,, is that once you convert your own currency to the game currency, you suddently give it less importance,, you dont see it as much as the money you spent just before. if you have an equivalent of 3.5$ left in game currency, you dont view it as like that money anymore and you are more likely to spend it on something to wich if they told you the price in usd, you would be more cautios.

normal burrow
#

I am very stingy with my smurfberries

light coyote
#

lol

pulsar badge
#

Am I able to make the 3D model and come back to the UV mapping ?

#

Cause I’m so confused on UV mapping

honest vale
#

UV mapping is simple, you take an orange, you peel it and you flatten the peels on a paper

#

πŸ˜›

pulsar badge
#

.....

honest vale
#

meshes don't require perfect UVs to be visible in engine, you can always do them later if that's what you're asking

abstract relic
#

They’re not wrong

pulsar badge
#

My textures are really messed up when I texture

#

But I do not know how to So I wonder if I can just make the model and come back to it later

honest vale
#

textures use UVs, so you need those if you want textures to show up properly

abstract relic
#

Yes, you need to uv first 😜

pulsar badge
#

Yes Ik wanted to come back to it

#

So I don’t waste time

abstract relic
#

Mesh > uv > texture > material

#

Insert a rig wherever on the brightside

pulsar badge
#

See it’s a mess 😩

plain tiger
#

you have blender 2.8?

pulsar badge
#

Talking to me?

plain tiger
#

yeah

pulsar badge
#

No, I use cinema 4D

plain tiger
#

oh, sorry, cant help in that case 😦

pulsar badge
#

Blender is to hard πŸ˜‚

plain tiger
#

nah the latest version was all focused on making it more intuitive

#

it used to be waaaay more cryptic

pulsar badge
#

Oh

plain tiger
#

you should give it a try

pulsar badge
#

I understand the unrapping part it makes it 2D I learned it in math class years ago πŸ˜‚πŸ˜‚

#

But I just don’t know how to use it in the program

#

@plain tiger can I export my model from cinema 4D and import it to blender and fix the UV There?

plain tiger
#

blender does have an excellent 'export to unreal' plugin, btw

radiant haven
#

whats the right hweight for your character

pulsar badge
#

Ok

#

I like cinema because it’s easy to make houses

#

Blender is a confusing lol

dark rune
grim ore
#

that looks like a horizontal panel, if you want it to be a variable check the is variable checkbox on the top right in the design view

dark rune
#

cool, thx @grim ore

runic iron
#

Blender is weird at first cause you need to learn quite a lot of shortcuts and pannels. But once you got it figured out πŸ‘Œ πŸ‘Œ

pulsar badge
#

Ya

plain tiger
#

now you CAN do things with panels and such, it used to be that you 'had' to know al kind of magic keycombos to do simple things.

#

but once you get used to a tool, its hard to get used to a new tool

#

some like VI as editor, lol

runic iron
#

Oh in 2.8 you mean ?

pulsar badge
#

Is 2.8 easy to make houses?

#

And other things

plain tiger
#

yeah pretty fgast

#

once you know how to

runic iron
#

Didn't make the jump yet, still too comfy on 2.79 cause plugins but I'll need to in the next week

plain tiger
#

like boolean subtraction and such

pulsar badge
#

Well anything is easy if u know to lol

plain tiger
#

like how to pull meshes/lines/faces

#

once you get the flow: its easyu

pulsar badge
#

I like cinema just don’t know how to Uv map things

plain tiger
#

make box: extrude side, do this, do that.

runic iron
#

Don't go too fast and practise as much as possible, you'll progress quickly

plain tiger
#

oh uv mapping in blender 2.8 is sooo easy

pulsar badge
#

Blender is hard though lol

plain tiger
#

na-ah

pulsar badge
#

I picked up cinema in 2 day

#

Days

plain tiger
#

2 days of blender, and you will be flying

#

just youtube the basics

#

and boom

runic iron
#

It's worth it too

#

Really take a few days to get used to it, you'll be happy later

pulsar badge
#

πŸ₯΄

#

Lol

#

I’ll try it I guess back to square one I go πŸ˜‚

plain tiger
#

nah if you learned other 3d editors, the concepts will go in much faster

pulsar badge
#

Well I’ve been using a Addon that helps me with houses in cinema

#

And that’s cheating

#

Lol

plain tiger
#

oh, you want to talk plugins/addons for blender? its like waaaaaaaaaaaaa

#

that much

grim ore
#

nothing is cheating, there is a reason there is a market for quickly making assets like houses, trees, and people

plain tiger
#

mathew have you used cinem4d and blender? which do you prefer, would you say is easier to use?

#

i dont know cinema4d, so hard to compare

grim ore
#

never used cinema4d, used blender a bit. I prefer MODO myself for DCC. I hate 3dsmax. I can stand Maya. lol

#

2.8 blender atleast has maya control mode and it's tolerable now for basic stuff. If i had to spend a year learning a 3d creation program for the future I would pick Blender at this point

pulsar badge
#

...

#

Well let’s see what happens

plain tiger
#

the node system inside blender for lighting stuff etc is much the same as in unreal

#

well, the system, not the nodes perse off course

#

lol

pulsar badge
#

Lol

deep stump
#

πŸ€”

grim ore
#

yep Blender being supported by major companies at this point, being free to use, and being open to plugins is a big thing for the future I think

pulsar badge
#

Ok

grim ore
#

like 3ds max is a a fantastic program but the fact I can't just get into it and easily make a cube and navigate my viewport makes me sad 😦

pulsar badge
#

Maybe you guys can help me on a discord call later?

deep stump
#

I’m in the same boat as @pulsar badge. When I look at blender, it’s just like β€œummm”

grim ore
#

but every program has it's uses, like archicad and revit for architecture stuff

plain tiger
#

@deep stump what in particular uhms you about blender

deep stump
#

Lots of buttons πŸ˜‚

pulsar badge
#

Lol

deep stump
#

I used sketch up a bit

plain tiger
#

ah yes, they used to be hidden key-combos πŸ™‚

pulsar badge
#

Sketch up is really easy

deep stump
#

But sketch up is like building Legos not modeling a game in unreal

pulsar badge
#

Lol

plain tiger
#

just make a cube. do things with it from the left hand panel (extrude, scale, transform). Perhaps click the middle widget to change from object to vertext to line to face mode.

#

its way more intuitive

grim ore
#

the interesting part is .24 with mesh editing tools mimics a large amount of those basics tools now

pulsar badge
#

How would you make a 3D house

plain tiger
#

You can make wall parts

pulsar badge
#

Like taking a cubs and making it holo

grim ore
#

download one from sketchup πŸ˜›

plain tiger
#

boolean subract

#

one shape subract from the other

pulsar badge
#

Can I build the house in sketch up and import it to blender(

#

?

plain tiger
#

right hand side widget

pulsar badge
#

Lol Ik I’m cheap

plain tiger
#

it does read 4ds (or whatsitcalled)

#

if thats the flow you are comfortable with: do it.

#

Make house in cinema4d, export to blender, uv map the shit out it, export to unreal [x] done

pulsar badge
#

What is 4d3??

grim ore
#

omg... the branch for hololens 2 for UE4 in git is /Partner-HappyFinish

plush yew
#

i dont get that is it lewd

grim ore
#

it could be seen as lewd, also a funny name

#

usually platforms have names like lumin, scarlett, indigo and such. this one is weird

plain tiger
#

HackerS!

grim ore
#

so right now we have scalability settings such as texture, effects, foliage. They are adding ShadingQuality as a scalability setting in .24. any ideas what that might alter?

pulsar badge
#

@plain tiger that makes no sense

#

lol

dark rune
#

i tried to copy-paste a few widget blueprints from another project into my project and it said "could not recognize extension: .uasset"?
what can i do to solve this (or can not solve)

pulsar badge
#

Bring it into the root file

#

of Unreal

#

instead of dragging and droping into the engine its self

dark rune
#

so drag and drop into the explorer itself?

pulsar badge
#

get the file you want

#

and drag it into the project file

#

in the content folder inside your project name folder

dark rune
#

nice thx @pulsar badge

pulsar badge
#

Did it work?

#

@dark rune

dark rune
#

hold on

#

it worked @pulsar badge its showing in the editor now

polar talon
#

soooooooooooooooooooooooooooo im making a game

#

After scurrying the internet for hours searching for a pc jojo game to no avail i have decided to create my own to play. I need a team of capable people to both help with develoment, and play test

#

cause im sorta new to ue4

pulsar badge
#

Ok good

cloud cobalt
lapis vine
#

My first time today hearing this. Anyway, godspeed!

dark rune
#

@polar talon looking forward to it
although im pretty sure you're gonna need to deal with some licensing issues because the jojo series might be owned by someone in japan

polar talon
#

its not big enough for them to notice

pulsar badge
#

Lol

polar talon
#

XD

pulsar badge
#

I don’t even know where to start 😦

polar talon
#

that blender?

runic iron
#

Youtube -> Blender beginner tutorial

#

Tons of content out there

grim ore
#

oh that looks so useful @runic iron πŸ™‚

random frost
#

Yep. If you're gonna learn Blender (or any game dev software TBH), just better to keep google and youtube up. Searching for answers is gonna be a constant thing.

grim ore
#

oh you know what would be neato

#

doing a course like this, making a basic scene while learning then duplicating that content in .24 with the new mesh tools

runic iron
#

Yeah, same for programming tbh. You need to practise, be curious, learn to look for solutions, experiment and exchange with the communities. Also tutorials are great but too many tutorials aren't
Tbh resources don't lack nowadays most of the time, only motivation and time

grim ore
#

time.. we don't need no stinking time

#

what I need is less distractions... stupid outer worlds this week lol

runic iron
#

Oh I just typed blender 2.8 begineer tutorial on yt mathew lol. CGCookie has some great stuff too

grim ore
#

ah I did not see if CGC had new stuff, I used to watch them for olderstuff πŸ™‚ good call

runic iron
#

Oh yeah Internet and media are a double edge sword lol. Tons of content but tons of distractions too

#

Yeah they completely changed their website last time I went

random frost
#

Everyone get the new free UE4 assets?

runic iron
#

i'll probably download the pack to take a look at the assets yeah but don't think I'll use them as is

grim ore
#

the hideout and temple look like they might make fun sample environments for tutorials which is nice

knotty marsh
#

thanks for the info

random frost
#

Is always good to have meshes handy for when you need something random, like a dias, or barrel, or a column. Can always repaint or tweak it, and save some work. :)

runic iron
#

Definitely. I like to see how they reuse modular assets too

random frost
#

No need to retopologize the wheel, as they say, right? :)

#

(Nobody says that.)

pliant yoke
#

@grim ore your insanely comprehensive series on functions and nodes are the first tutorial videos that I genuinely find a joy to watch

grim ore
#

yay πŸ™‚

#

probably because they are short and it keeps me from being annoying πŸ˜›

pliant yoke
#

yep, the conciseness really helps, and yet they each contain an example

#

good use of the format

grim ore
#

πŸ™‚ I've got more planned but people are like do other work and I am like but I dont want to and then they chain me to the desk and I have to work

pliant yoke
#

relatable

light coyote
#

@grim ore i really feel the urge to say a really inapropiate coment about what you last wrote πŸ˜…

tribal peak
pearl sonnet
#

coo

plush yew
#

hey could anyone give me a brief overview of how to transfer a github unreal engine project to a new computer where I can see it on the launcher?

mystic oar
#

@plush yew I had to move an HDD to a new PC recently. The project was saved locally on the HDD (no GitHub repository), but to make the launcher recognize it all I had to do was open the project in UE4. After that, the launcher showed that project.

stiff spoke
#

I have a problem my unreal engine 4 bug like that when I want to move the camera to look at another place but out of the game

#

Even in game it bug like that example I press the play button to test my game and the window test then open 5 min after. Even when I tried to walk he will execute the movement even 10 minutes after why?

mystic oar
#

@stiff spoke Not sure I understand. Are you having a problem with the UE4 editor taking too long to start up a "play-in-editor" session, or are you having a problem with your in-game character camera movement?

grim ore
#

@plush yew once you open up the project and it's using a version of the engine that the launcher knows about it will show up in the launcher after that. and I noticed @mystic oar already said that lol... yay for scrolling down

plush yew
#

thanks for the tips but im pretty sure i did it wrong anyways πŸ˜‰

stiff spoke
#

Out of the game so in my level without trying to play so in the viewport of the engine it bug for same for open a folder

#

I tried to open another of my projects but there the pc does not bug on Unreal engine 4

mystic oar
#

@stiff spoke You're saying that the free-movement camera in editor mode is moving very slowly? Okay, it might be that the camera's movement scalar or movement rate has been scaled down. Alternatively, you might have placed too many objects or have some other kind of graphics-intensive thing that your PC is struggling to render.

stiff spoke
#

Yeah apparently this is the graph I chose that causes problem because before it was direct x 11 it is direct x 12. Where to change the graph in the Project settings is that? @mystic oar

mystic oar
#

@stiff spoke I'm not sure that I understand. What do you mean by "graph"? Are you talking about a static mesh you imported, or some other kind of asset?

stiff spoke
#

No

pearl sonnet
mystic oar
stiff spoke
#

Graphic Resources @mystic oar

#

I speak of graphic ressources

#

Graph type @mystic oar

mystic oar
stiff spoke
#

No

#

You know direct x? @mystic oar

mystic oar
#

@stiff spoke Yes, I am familiar with DirectX11 and 12. Are you having trouble with an implementation of DX in UE4, or a problem with lower-level shader code execution in a material node graph?

stiff spoke
#

No. On UE4 before I had put in the direct settings x 11 but just this morning I put live x 12 @mystic oar

mystic oar
#

@stiff spoke Ah! I think I understand. You were using DirectX11 as your rendering pipeline, but this morning you moved to DirectX12 and now you want to change back because you are having problems.

stiff spoke
#

Yes you have anderstand

#

@mystic oar

grim ore
#

how did you change it in the first place? reverse that

stiff spoke
#

I was just gone in the game settings in ue4 and I went to the package for windows and I put direct x 12 @grim ore

mystic oar
#

@grim ore I was thinking the same thing.
@stiff spoke I'm not familiar with that functionality, but an old AnswerHub post says "Project Settings > Platforms > Windows and uncheck the boxes for DirectX 10 & 11"

grim ore
stiff spoke
#

That's what I did to change @grim ore

mystic oar
#

@stiff spoke I would try unchecking DX12, re-checking DX11, then saving everything, closing the UE4 editor completely, and re-opening your project. Hopefully that will work.

stiff spoke
#

OK thanks

grim ore
#

https://i.imgur.com/jKyOim1.png is the ini file that changes, defaultengine.ini in your Config folder. you can see it at the bottom the change and you can remove both those lines to use the default

stiff spoke
#

OK

#

Thanks

mystic oar
#

@stiff spoke No problem! I hope this helps. :)

stiff spoke
#

Yes

#

I try

#

If it's good, I'll let you know @mystic oar @grim ore

#

It works thanks again @mystic oar @grim ore

mystic oar
#

@stiff spoke Glad to hear it! Good luck in your UE4 endeavors.

stiff spoke
#

Thanks

slow depot
#

I remember you could make text and number in one text on widget but not how. any clues?

stiff spoke
#

I do not understand @slow depot

mystic oar
#

@slow depot Well, that's a loaded question. Let's try it the easy way, can you use Format Text to merge the text and numbers together into one output?

hexed dock
#

Hi folks. I'm pretty new to UE (though a veteran coder) and having a horrible time trying to figure out using fonts in text renders. I'm trying the most basic of things to figure out where I'm going wrong, which has led me to just copying the engine's RobotoDistanceField into my project and doing Asset->Reimport. What I'm trying to figure out is why what I get when I simply re-import I get something different than the one in the Engine dir.

#

Specifically, instead of the single page DF that I started with, now I get 4 pages, and the font looks WAY larger.

slow depot
#

@mystic oar it dont work like that for me. when i try it

mystic oar
#

@slow depot Oh dear. Okay, so just to be clear, you're trying to convert a float to text, then merge it with another piece of text (like a string) and output it to the HUD?

slow depot
#

yea kinda

#

so i can put it in a button so the button scale when the number get higher

mystic oar
#

@hexed dock Hi! Welcome to the madness of UE4! Have you experimented with fonts in UE4 much at all, aside from in text renders?

#

@hexed dock Also, are you sure you should be using in-world text renders instead of a HUD widget?

#

@slow depot Hrm. Okay, are you having a problem connecting the number to the text in the graph (blueprint issue) or is the desired effect just not happening in-game (logic issue)?

plush yew
#

I managed to get my project open in UE4 but it is either empty or just a black screen, this is by right clicking the .uproject file. 99% I didn't do the github upload right, but just wondering if I'm missing something major - this is trying to access a UE4 project from github

hexed dock
#

@mystic oar No, I haven't, and that's a good question. Where it actually came about was that I am doing some VR dev (specifically motion controller locomotion) and I wanted some on-screen logging because with the Quest it's kind of a pain in the butt to get good debug logging (adb logcat is basically the only way). But I needed something to see while I was actually working with the controllers to make sure I understood what was going on. Anyway, I started out doing UI and widgets, but it's an area I haven't studied yet and so I went to a Text Render to try to simplify. And that worked just fine, but only with Roboto. I wanted to use a monospace font so the debug stuff (for coordinates) would line up. But I never could get it to show up (at least, in VR - worked fine when just showing it in the viewport). So I kept trying to back up a step and that's what led me to say "okay, but can I just get Roboto to work, if I just start with the engine font and follow the same steps." Hence me realizing the DFs I'm making don't seem to line up with what the engine includes.

mystic oar
#

@plush yew Sounds to me like the GitHub download didn't grab everything it needed to. What does your error/message/output logs say?

slow depot
#

the number to text if i add another text wont work (blueprint) @mystic oar

plush yew
#

no error. If I choose 'launch game' it's a black screen. If I choose 'Open' I just get an empty project

mystic oar
#

@slow depot Ahhh, conversion issue. Okay, I have UE4 up on my desktop, let me double-check to make sure I'm giving you the right advice. I've had this problem before, blueprint doesn't like to auto-convert some datatypes and you have to force it.

slow depot
#

ok

plush yew
#

this is by right clicking the .uproject file, after extracting to a different folder

mystic oar
#

@hexed dock Ooooh, you're doing VR. Okay, I don't have a ton of experience with that, and as I'm sure you know VR has a lot of its own graphical wickedness. Here's what I would recommend: Make sure you are importing the new font correctly. UE4 made some changes in a recent version that shifted how it handles fonts. I don't remember all the details (my brain is a sieve), but it now imports 2 different items and you're only supposed to use one of them.

Here's a video on importing fonts that I grabbed, I think this is correct and it should point you in the right direction if that's your problem: https://www.youtube.com/watch?v=tZWp4BdlfA4

#

@slow depot Okay, can you drag off of the float node that has your number, and use a ToText node to convert it to text?
https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Text/ToText_float/index.html

Then, you should be able to drag off of that ToText node and plug it into your Format Text node. Make sure you have your arguments in curly braces {}!
https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Text/FormatText/index.html

ToText (float)

Format Text

trim granite
#

I accidently hit some buttons.

#

and now my tabs are locked.

#

πŸ™

hexed dock
#

@mystic oar Hah, I think I watched that exact video. And the steps aren't really that complicated (not obvious). But I've tried it multiple times, even with just system fonts like Courier New and Times New Roman. And it just would never work. The font would be basically invisible, if it was rendering at all. That's what led me to try to back up and just see if I could follow the same steps with Roboto to check against the Roboto DF that ships with the engine. I wonder if that DF was made before they made changes to the process, so that the same process no longer works to produce an identical DF.

slow depot
#

@mystic oar the format text work but i can only do the number or the text like : Day or 1 but not like Day: 1

pearl sonnet
#

when a quest tells you to "search for Lupus"
thanks but i'll pass

mystic oar
#

@slow depot Right, you have to use curly braces to make multiple arguments in the format text box. So:
{Day} : {Num}

#

@pearl sonnet At least it didn't tell you that your wagon train needs to find their way to "Dysentery Junction".

pearl sonnet
#

lool

mystic oar
#

@trim granite Juggling a few plates here, but will try to help! Have you tried closing down UE4 and re-opening it? That might unrustle your tabs or at least unlock them.

trim granite
#

yeah, that worked, thanks!

slow depot
#

@mystic oar That worked πŸ˜„ ty dude or dudedette

mystic oar
#

@hexed dock I don't have a VR kit hooked up to my desktop, so I can't replicate your problems (since you mentioned it only occurs in VR). I would recommend you look into setting up a simple HUD widget for debugging, or using the in-editor PrintString debug commands. Those will (memory serving) also show up in the message log, so it might be more in line with what you're trying to do.

#

@slow depot No trouble, bud. Data massaging can be one of the most frustrating things about code. UE4 does a lot of good stuff behind the curtain, but sometimes you gotta punch a hole.

hexed dock
#

@mystic oar Don't know if I made it clear, but the Text Render worked with no problem with the built-in engine content Robot DF and associated material. It was only when I wanted to go monospace that I started running into issues.

mystic oar
#

@hexed dock Oh. Oooh, okay, monospace. Hrm. Does it manifest both in regular viewport and in VR?

stiff spoke
#

Do you know about online gambling? On UE4 @mystic oar

mystic oar
#

@stiff spoke No. Sorry.

hexed dock
#

@mystic oar But I've tried it with both monospace and non-monospace (creating my own DF/material, rather than using the Roboto one provided with the engine content) with no luck. And yes, it shows up great in the viewport, but just not when running it on the quest.

stiff spoke
#

OK @mystic oar

mystic oar
#

@hexed dock Hrm. Well, if it shows up in-game with Roboto then it's not a problem of the Text Render being set to "only show in editor". That was my knee-jerk reaction.

hexed dock
#

Ah well, I just don't get it, but if I have to I can get around it. Just like to know why things are as they are rather than have to just accept that I can't figure it out. πŸ™‚

#

Thanks for trying to help, @mystic oar . I'll be sticking around as I'm sure I'll run into other mysteries

plush yew
#

does anyone know anything about the "Never Stream" checkbox on static meshes?

mighty copper
#

Anyone have a quick moment?
I was using the link from the Unreal launcher for the Maya plugin for shave-and-a-haircut... https://github.com/EpicGames/Shave-And-A-Haircut and I get a 404 Error.

I've sent an email to the one for issues on the site https://www.unrealengine.com/en-US/blog/shave-and-a-haircut-v9-6-for-maya and sent an email to shave-haircut-support@epicgames.com... But I'm gotten no rely from anyone... can you help to shed some light on this please?

Unreal Engine

Shave and a Haircut is an interactive grooming and styling tool for hair and fur, with associated shaders for offline rendering in Arnold, RenderMan, and V-Ray. It is currently productized as a v.9.6 plugin for Autodesk Maya.

digital anchor
#

are you logged in?

#

@mighty copper

mighty copper
#

Ok wow... I feel... well then... some how my browser signed me out or doesn't remember my login when I use the link from the Epic launcher... I feel kinda dumb at the moment I didn't even notice it till you said something.... I thought the link was broken... πŸ™‚ Thanks a million for setting me straight. wow... Need more caffeine apparently.

#

@digital anchor I've been trying to use the chaos demonstration but it requires building a copy of 4.23 from GIT Hub.. I have everything I need to do this... but require the assistance on bring it to a done (wipes sweat from brow) status... Would you be able to assist in this or know any good tutorials or other forms of help I could gain assistance from?

digital anchor
#

just ask specific questions theres plenty of people to help

next badger
#

forums have a step by step guide how to build a chaos project

dark depot
#

^

dark depot
#

god they need to fix the forums i was grabbing it hahaha stuck in a loop again

versed surge
#

relogged and refreshed hardware and still seems to give me a 404 error on Shave and a Haircut. Any ideas?

digital anchor
#

the blog post have instructions, need to link your github to epic account

dark depot
#

do you have unreal connected with your git account

mighty copper
#

Thanks guys

dark depot
mighty copper
#

Is there any info of when Chaos is suppose to be out of Beta? by a certain version?

#

Road map doesn't list anything specific.

next badger
#

no...Chaos will replace Physx...so they should be pretty sure it works before doing that

versed surge
#

Still no luck. Though I am going to try a different account and see if it still gives me errors. If anyone has ideas let me know and thank you again.

next badger
mighty copper
#

@versed surge and it shows you are signed in... That was my issue and I missed it because of my browser.

#

what browser are you using?

plush yew
dark depot
#

@plush yew if your using the launcher version oif the engine in the launcher on your engine version next to launch there is a dropdown arrow you can hit options and select templates

plush yew
#

Ah thank you!

mighty copper
#

For the github version of 4.23 and the chaos destruction demo project? when you build the 4.23 github version of UE4. How do you load the project for the chaos destruction demo, manually via the folder it's stored in once you've opened the 4.23 github version or can you load the project via the unreal launcher and it loads the 4.23 github version you built?

versed surge
#

@mighty copper yep it was logged in. and everything was set up correctly. I just messed with some network stuff and it works fine now. THanks!

unreal comet
#

Has anyone experienced crashing issues with 4.23 when playing a packaged game? I've recieved several messages from people telling me their game crashes when using 4.23.

next badger
#

no issues here, we packaged few releases on 4.23

quasi star
#

I have a strange issue with a simple UMG widget animation. When adding the widget to the viewport it's displayed as if the animation has played and ended (the last keyframe is shown by default), anyone have any ideas how to fix this?

cloud cobalt
#

@bright folio 4.23 apparently has an issue with full screen causing crashes

ornate ice
#

4.23.1 is out already

#

Check out the notes to see if it's fixed

unreal comet
#

I personally haven't had any issues with 4.23 but I had some customers message me with issues about their packaged games crashing. I just wanted to ask around. Maybe 4.23.1 will solve it for them. I'll let them know

manic pawn
#

fullscreen crash was fixed after 4.23.1

unreal comet
#

πŸ™‚ Awesome! Thanks

deep stump
#

Alight i'm about to loose it lol. I've had to wait like 4 times to download different versions of the source build

#

I wiped my computer and my unreal engine projects are on different harddrives and I can't figure out what version it is

haughty geyser
#

In World.h I just noticed that TimeSeconds (which measures seconds since the level began playing, and is used in many places for game logic) is a float, and there doesn't seem to be any periodical reset of it. Floats have only 6 significant digits precision, meaning that a little over a week (two at the most) of running a server, the precision would drop below seconds - or am I missing something?

manic pawn
#

you're not missing something, servers die after a few days, and epic doesn't care because fortnite servers only run for an hour

haughty geyser
#

Well, that's reassuring

manic pawn
#

only fix is to regularly restart it or change the map with non-seamless travel

weary basalt
#

Yep, we have a server recycling system setup for GameLift because we cant have Servers running for to long.

manic pawn
#

it would be amazing to see a PR that upgrades this and all usages to a double

#

but you'd hit a wall where blueprint can not use doubles and you can access this value from blueprints

haughty geyser
#

-_-

manic pawn
#

and it would be a hugely invasive change considering it affects everything like timers etc

haughty geyser
#

I mean, I know that Unreal's main aim isn't MMOs... but still

#

UE 4 isn't -that- old, I can't wrap my head around why didn't they use doubles literally everywhere

manic pawn
#

slower

#

and bigger

#

there is no reason at all to use doubles for things like positions, meshes, etc

#

just... the time... I don't understand why it's a float

haughty geyser
#

Memory isn't really much of a concern nowadays

#

And it's not actually slower, either

#

At least not on any CPUs anyone would use for gaming

weary basalt
#

Legacy most likely. You have to remember that the Engine IS old, it has evolved from UE1

haughty geyser
#

Oh. I thought it was a fresh start

#

Makes sense, then

manic pawn
#

this is c#/.net

#

it's irrelevant

#

br_big_brain : replace every bp exposed method that takes a float for time with a struct

#

...which contains a double

haughty geyser
#

I actually didn't know that blueprints can only work with floats

manic pawn
#

it's more that since they use floats all of the time, no one has bothered to make a double property and accompanying support classes

weary basalt
#

BPs have no double precision type.

manic pawn
#

they recently added int64

weary basalt
#

Yeah i dont know why they even did that

#

Maybe for Steam?

#

🀷

manic pawn
#

I imagine it went like this:
enterprise customer: I need to pass a ginormous number to this function from blueprint for no reason
epic: .......
epic: done

weary basalt
#

Yeah maybe, though if they are an enterprise customer, they probably have the ability to do it themselves...

manic pawn
#

oh wait

#

double property already exists

#

I wonder what you need to do to let bp use it

haughty geyser
#

Don't suppose there's any petition anywhere about the crashes? :D

quasi star
#

Is there a nice way to create new shortcuts in the create menu? A real common thing in my game is creating new data assets, right now I have to find data asset under misc and then choose the base class

#

What I'm hoping is possible is to have another category under Create Advanced Asset in the create menu for custom game related assets, so I might have a Construction Prefab item in there

weary basalt
#

@quasi star You will have to create a Factory that provides the necessary functionality to create the asset for you.

#

Factories can be added to the Asset creation context menu.

quasi star
weary basalt
#

Yes

quasi star
#

Nice, thanks I'll take a look. Might be a good little side task to do

weary basalt
plush yew
#

is it faster to distribute systems on multiple actors than to have one actor do all of the jobs?

#

f.e. I want to handle input, combat, movement on an actor that has a whole bunch of static mesh components on it

#

would it be faster to have those systems on empty actors?

normal burrow
#

your saying you would use components then?

plush yew
#

no I mean I have all sorts of functions to handle gameplay on an actor

#

and if that actor would have static meshes on it would it be slower than on one who doesnt?

normal burrow
#

no components is faster than any components

#

but if your asking if it would make tick slower, no. there is over head for moving such actors

plush yew
#

hm alright, might as well do all of the gameplay work on my map actor then thanks @normal burrow

thin tendon
#

Is there a way I can ask my game if a float is a whole number? I have a variable called hours in my day night. I need to query it and trigger an update event but only when its a whole number

scarlet kiln
#

Can someone Please DM me if they know how to properly rig and set up a Vehicle in UE4 4.20?

#

I followed a tutorial and it looks ok so far, but my model has wheels that don't seem to be rigged properly and am not sure if I should rig them separately in Maya before importing to UE4....

#

When I put gravity to default, the wheels and body seem to spinning like crazy and seem to separate from the body...

dim arch
#

just saw the latest live stream,, Nice new plugin for the engine!!

uncut osprey
scarlet birch
#

@thin tendon That's a bad approach.

neat rune
#

has anyone experience performance issues with the camera fades ?

eternal orchid
#

hi guys, i need help. so, every time my pc builds too many shaders it decided to fully freeze, making me shut it down and restart my computer to gain control back. my cpu and gpu arent overheating. i just cleaned my pc. i have 16 gb of ram and graphics drivers are up to date. please can anyone help me figure this out

uncut osprey
#

Upgrade your Windows 10 to Windows 7 πŸ˜„

#

Sorry, I'm no help I know

#

My question: Where do I tell UE to use VS2019 instead of VS2017?

#

Never mind, found it by searching for "source code" in Editor Preferences

eternal orchid
#

Is it possible to make unreal engine take it's time when packaging? Like setting itself to only do so many shaders at a time? Let's say once it reaches 400, it pauses Abit, waits till it's finished with those, then moves on, and continues that cycle. Is it possible? I'm at my wit's end here trying to get this project to export

stiff spoke
#

You have to say it in the parameters of your project @uncut osprey

#

You must also specify VS 2019 in the windows package settings @uncut osprey

regal mulch
#

@eternal orchid did you ever just wait for it to finish?

hollow kayak
#

hello. im new to UE and im having an issue with the SweepResult.BoneName from my begin overlap event is coming back as null even though my collisition is set up on the skeletal mesh

#

i saw online that many people have faced this but the examples are with blueprints and im using c++

#

i mean none, not null

dim plover
#

I think you have to Sweep to get the SweepResult stuff.

hollow kayak
#

now that makes sense, lol, is that set up on the unreal editor?

dim plover
hollow kayak
#

thx for the guidance, taking alook

plush yew
#

Hello, kinda new but been developing a VR project for uni, not sure what I've done but I think at one point I accidentally deleted the default motioncontroller pawn I've been using and tried putting a new one in but it isn't actually connecting with the HMD. I see the view from the camera on the pawn but in HMD theres just the normal steamVR loading view. Not really sure what to do and I can't find anything online like this

silent chasm
#

clicking on mega jam on launcher I get domain error unrealengine-gamedev.ol.epicgames.net’s server IP address could not be found. is it just me?

coarse wigeon
#

@gleaming narwhal We have spammers on the forums

fierce tulip
#

not really the place to mention this. they are prolly asleep :p
try twitter I guess.

tall pendant
#

there are forum mods here tho πŸ˜›

#

they could probably take care of spam

haughty geyser
plush yew
#

I somehow fixed my issue so no worries

tame marsh
#

I get a Login Redirect loop when checking the UE4 forums, any idea how to fix this

regal mulch
#

Cookies?

fierce tulip
#

its a bug some people seem to have atm.

tame marsh
#

Nope, I just cleared them and it's still looping me

#

Chrome is giving me issues, Edge works

#

Yeah I saw @uncut osprey mentioning the same issue earlier

viscid quest
#

Can I someone pls help me I wanna make an equip/unequip weapon for my paragon wraith but how do I do it when the gun is in the same mesh as the character?

fierce tulip
#

you cant, its part of the skel mesh. only thing you can do is apply a material to hide/collapse it.

elder hatch
#

Can someone please help me with my client? Its crashing every 10 minutes and i cannot work on my project like this

#

Seemingly no reason, and im doing something different every time

steel patio
#

Random question... does anyone know why the UE4 example character faces Y+ direction when the engine uses X+ as forward direction?

sudden agate
#

because epic sucks

fierce tulip
#

as tim stated

#

he was young

#

did not know any better

steel patio
#

i just worry about authoring a character in X+ and then running into an issue which explains why they authored them in Y+ in the first place

mint thunder
#

Hey guys can someone help, i made a decal with parallax occlusion, but if i rotate the decal, the height direction gets skewed.

fierce tulip
steel patio
#

oh lol πŸ˜‚

plush yew
#

So I'm trying to figure out if I can change the alt key to be a pan button modifier in blueprints viewpoint instead of right mouse button as I don't actually use a mouse but a graphics tablet instead and hate using the right click button on it.

I'm also trying to figure out in 3d viewports if it's possible to again use something like shift as a modifier instead of right click.

Any help greatly appreciated;p

autumn trout
#

How to convert texture to color
To reduce volume
skeletal mesh

tall pendant
#

can you elaborate a bit?

steady furnace
#

Is the forum down for anyone?

sudden agate
#

if you are stuck in an endless login-redirect, delete your cookies

steady furnace
#

Will try that. Thank you.

pseudo swift
#

I have a plane with cloth painting applied to it, I added a directional wind source but it barely affect my plane? Any settings I need to tweak?

#

I changed the wind settings but seems like it have minimal effect

plush yew
#

hey guys, any clue about making a board game?

#

my primitive ideas are to make the spots you put down your character on seperate from the gametable itself
just use triggers that are activated by click, and getting the location of the trigger, moving char there
just getting the location of the click, and seeing if it abides by specified locations of where you can move your char
or just auto move by dice rolls

but the other problem is indexing them all, I'm guessing I can just make an array, and use that?

acoustic sleet
#

Anyone have an idea, or willing to help implement a system whereby character blendshapes can be used and are are keyable in sequencer?

copper flicker
#

Does anyone know how to publish an unreal game......

#

in such a way that....

#

MyProject\BUILDS\WindowsNoEditor\Engine\Binaries\Win64\UE4Game.exe

#

is not going to be called UE4Game

#

but

#

MyProject\BUILDS\WindowsNoEditor\Engine\Binaries\Win64\MyProjectName.exe

#

???

#

πŸ˜„

#

that's the parent process of any unreal game

#

and it's wrongly named..

#

so when you drag a shortcut to taskbar, or when you look in taskmanager

#

you see UE4Game or UE4

#

instead of MyProjectName

#

thank you in advance!!

#

🍻

plush yew
#

@copper flicker project settings, I'd guess

#

so, guys, read up and any idea of how to?

pseudo swift
eternal orchid
#

@regal mulch what did you mean by wait for it? It was a full pc freeze? Are you saying it can thaw?

regal mulch
#

Packaging, especially the cooking stage and the shader stuff, can use up A LOT of resources, up to the point where it seems like the PC doesn't react at all.
Have you ever waited for a good chunk of time?

eternal orchid
#

I waited an hour and a half for the longest I think?

#

Should I try leaving it running for half a day or so?

pseudo swift
#

Guys, im really clueless about my cloth plane, it collides with an invisible floor and doesnt get affected by wind but the cloth paint and simulation seems just fine ?

upper heart
#

Does anyone know how to toggle raytracing at runtime?

wary wave
#

I don't think you can

sly coyote
#

@carl its a massive cloth and its hitting the 0 z plane in the scene

#

Scaled to 100, what size it it originally? 1=100% of original btw...

next badger
pseudo swift
#

@sly coyote i actually fixed it by painting it again with different values, my problem was I previously used too low. My main problem now is trying to get it to respond to wind

sly coyote
#

Still why not consider painting it bigger to start with, scaling 10000% is whoa...

#

Glad you got it figured out tho πŸ™‚

upper heart
#

@wary wave oh really? I would have thought it was r.RayTracing but that didn't work

pseudo swift
#

got it fixed

wary wave
#

seems to me like a setting that would require the engine to be restarted

light coyote
#

@next badger Thanks πŸ™‚

bitter iris
#

UATHelper: Packaging (Windows (64-bit)): ERROR: The following files are set to be staged, but contain restricted folder names ("Apple"):

#

Anyone know why id be getting thie error?

next badger
#

you can't call folder Apple

bitter iris
#

i didnt

#

i have no folders with "Apple"

next badger
#

if you have ARKit enabled - you have

bitter iris
#

ARKit a plugin?

next badger
#

yep

bitter iris
#

ill do a full check in game files

next badger
#

it's not just game files, all plugins

#

check if you have any apple enabled

bitter iris
#

apple movie player an image are enabled for some reason

#

tf

next badger
#

xcode also enabled, and that's makes 0 sense on win

bitter iris
#

would having a folder contain an apple mesh called apple vbe a problem?

next badger
#

i have no clue how it works...just don't like Apple folders

bitter iris
#

ill see if disabling thesefolders gets rid of the error

next badger
bitter iris
#

ok

pseudo swift
#

is there a quick way / lazy way to add opacity/transparency to this water, the node setup is quite complex and I dont want to remake the entire shader etc, I tried using subsurface as a shading mode kind of faking it similar to a lamp shader surface but no luck

wary wave
#

change the blend mode, add opacity

pseudo swift
#

what blend mode would you then recommend ?

mild charm
#

@pseudo swift It’s been a while, but i think there’s a translucency option

lusty night
#

in UE4, the axis Z is UP and DOWN, Y is LEFT and RIGHT, and X is FORWARDS and BACKWARDS, right?

supple totem
#

Yeah usually

lusty night
#

ok that confused me lol

supple totem
#

The mannequin looks in it's y axis tho

#

When starting a level block out, how do you handle initial lighting? Just out a neutral sky light up?

plush yew
#

so, could anyone help me? I'll repost

#

hey guys, any clue about making a board game?

my primitive ideas are to make the spots you put down your character on seperate from the gametable itself
just use triggers that are activated by click, and getting the location of the trigger, moving char there
just getting the location of the click, and seeing if it abides by specified locations of where you can move your char
or just auto move by dice rolls

but the other problem is indexing them all, I'm guessing I can just make an array, and use that?

#

I don't exactly have the time to try things out a lot right now, life's busy

grim ore
#

your game is going to need your rules and systems, you wont find a generic answer that fits. Your idea sounds fine for what you need.

#

when I tested something like this I used an array and a size to make a square board and layed out tiles around the edges based on the size I set up. when I moved stuff I just moved from one tile to the other using lerps

plush yew
#

Hi Folks: I have a simple building that I am using to learn on -- its designed to be a walkthrough (1st Person) for archviz. its drawn in blender 2.8. Is there a prescribed workflow for getting it from blender to UE4?

vale silo
#

@gleaming narwhal @wary wave @wild kestrel the issue with UE4 forums keeps happening when using Chrome, at random. Every time it happens (infinite redirect loop) I have to delete cookies for UE forum and site, restart browser.

tropic crypt
#

Just had to do the same thing this morning.

plush yew
#

Forums seem to be down. Im using Opera

#

Spent 3 days trying to troubleshoot stupid engine issues. The day where I finally narrow it down to just 1 issue, the forums don't work. I'm being scared off of Unreal more and more

digital anchor
#

that... doesnt work, apparently only works with asssets (not class/objects) and with the exact parent class

plush yew
#

Submit a bug report form

cosmic matrix
#

hi

#

anyone know free market content for november?

dim plover
#

November 5th, it comes out.

#

First Tuesday of the month from now on.

cosmic matrix
#

oh ok

gleaming narwhal
#

@vale silo The team is working on it, hoping to have it resolved soon

midnight igloo
#

@deep citrus did you find a new good alternative to IKinema? As far as i've heard, they've been acquired by Apple, which means we will most likely not get to use our licenses in the future 😦

gleaming narwhal
#

@plush yew There are a couple of things that has worked for different users: 1, log in through unrealengine.com and go to the forums. 2, delete cookies and restart. 3, try a different browser

deep citrus
#

@midnight igloo Nope... I'm just using regular non-IK animations in my game for now. =/ And now I have another reason to dislike Apple...

plain tiger
#

I have made some tutorial vids, is there a place I can post them?

#

spamming them in this channels seems inapropiate. Can I just dump them in 'streaming'? even if its not technically a stream? (well, its a one-man stream, but...)

plush yew
next badger
lapis vine
#

@midnight igloo BIK? But I haven't used it, so can't say how good it is.

midnight bolt
#

Can someone help me to make Blueprint Utility?

#

Asset Actions -> Select Actors Using This Asset [texture.tga] Move selected actors into new folder called [texture.tga]

#

folder in world outliner

#

I want to make it '1 click action'

#

so i select one texture, and it will link all objects using this texture in the material

fierce tulip
#

@midnight bolt afaik you can already select content using X trough the content browser, which then selects them in the world iirc

midnight bolt
#

which X?

#

I also want the selected objects to be put into new folder called with filename of original file

fierce tulip
#

using X as in using "X", as in "x" = whatever you select

#

and then rightclick in the outliner > place in new folder

midnight bolt
#

yes, manually it works. i want to automate my step

#

I can't rely on keyboard/mouse macro as the things are not always in the same place

#

it's fine for dozens of objects, but i have to work with several hundred objects before i merge them together. first i want to sort them into the same base color/diffuse texture

fierce tulip
#

then I get that yea.
in case you want it made: ask on forums or #looking-for-talent
in case you want to try it yourself, but need guidance #blueprint I guess.

#

though sometimes I wonder if a #blutility channel would be interesting hehe.

midnight igloo
#

@lapis vine I heard about it too, but haven't really been able to figure out if it's supported still/actively beeing worked on

midnight bolt
#

thank you Luos, gonna post now and hopefully someone will come along

lapis vine
#

I think yes, but they appear small team and a bit overwhelmed. Just search around. Anomotion. @midnight igloo

astral tartan
#

where can I ask about material editing?

fierce tulip
astral tartan
#

thanks

floral moat
#

hi. is simple way get widget position in screen space coordinates (widget is umg child that is child of other widget ...) ?

signal bone
#

Hello

#

im looking to make a voxel based building system like minecraft

#

i heard that ue4 is not that good for this kind of stuff, do you guys think is a good idea to make this on ue4?

modern socket
#

How plausible is in game seasons live? Like it rolls from winter to summer, tree leaves fall of etc

signal bone
#

what you mean plausible?

#

if its possible?

fierce forge
#

how i can make a huge plane for water ?

pulsar badge
#

Why is my textures doing that on the wall....
I use blender and when i Extrude it does that.

#

but it works fine for the floor

digital anchor
#

@pulsar badge bad uvs, the ground will be already unwrapped, but you need to unwrap what you model yourself

#

@signal bone it just wont have the tools to do it, but theres plenty voxel games on ue4, you will just have to code a voxel system or get a plugin for it

#

@fierce forge place a subdivided plane and scale it?

fierce forge
#

i subdivided a plane on blender and the water are not waving

#

@digital anchor

digital anchor
#

that depends if both the material and the UVs are correct

fierce forge
#

how i can do this ?

digital anchor
#

show some screenshots of the material and of the plane in ue4, does it have WorldPositionOffset? thats what makes the water wave

#

also make sure youre scaling your UVs to match the size of the plane

fierce forge
modern socket
#

@signal bone yes possible

digital anchor
#

make sure your material instance has a good Scale parameter

fierce forge
#

the problem is with the plane

#

if i try a plane from ue4 engine it is working but it's so small

digital anchor
#

well i guarantee you if its working on a small plane will work on a big one if you make sure:
1 - its subdived, 2 - its UV unwrapped, 3 - the Scale parameter is set

delicate needle
#

Help please! I think I might have "broke" my unreal project. While it is only one map, archviz scene, I've likely messed it up a bit. Everything is taking way way too long to operate, from saving, opening, etc. I think it was due to me moving assets around my content folder, but i'm not sure. Is there something that can be done? Does this sound familiar?

digital anchor
#

moving assets arround will create redirectors, i never heard them causing lag, but you may try to right click the main folder and select Fixup redirectors, that will delete all redirectors and may mess up with your source control (just sayin it cuz its a bitch when youre working with many people and many files are now modified)

#

also another option is just reverting everything till a version that was working

delicate needle
#

I don't deal with source control, just me on this project. It sounds about right with the re-directors though. I am using V-Ray for Unreal, and importing using their VrayScene files. Since I will often make changes, and delete imported meshes in my level, its leaving a lot of clutter. I don't think Unreal knows how to deal with this workflow, because if I were to run a "delete unused assets" script, a lot of the meshes remain, that I am sure are no longer used. Anyway, thank you for that tip!

#

I'll try it once the editor stops taking forever doing its current operation!

mystic oar
#

@delicate needle If you're doing an archvis scene, you might be working with really high-poly assets or other complex materials. If you have a bunch of complicated things in the scene, try setting some of the lighting options in their "Details" panel to "stationary" and see if that helps a bit.

delicate needle
#

@mystic oar - It's not viewport performance, its a sudden drop in operational speed in things like, opening assets, saving, deleting assets. I feel very confident is has something to do with the "redirectors" which was mentioned above. That sounds about right. Will test it soon!

subtle glade
#

hello, is there a way to resize capsule component? my character is too big and i cant set a proper collision with capsule height and radius.

mystic oar
#

@subtle glade Yes, there is!

#

Hold on, your character is bigger than the height/radius options?

subtle glade
#

@mystic oar exacly 😦

#

its a ship

mystic oar
#

Wow, how many UE units is... oh. Ooooooh.

subtle glade
#

i think i've used the wrong bp class 😦

mystic oar
#

Okay, in that case you probably don't want to use the capsule component.

subtle glade
#

its a character class

mystic oar
#

Yeah, you likely want to make it an actor component and add in a custom Box Collision instead.

subtle glade
#

already done a lot of coding tho 😦

mystic oar
#

How large are you trying to scale the capsule collision to?

subtle glade
#

ill send you a pic

mystic oar
#

And would it be possible to just scale down the ship's size?

subtle glade
#

i can but the whole world i built becomes much more larger

mystic oar
#

@subtle glade Huh. Have you tried rotating the capsule component?

subtle glade
#

i couldnt and i've read it cannot be rotated

#

from google

mystic oar
#

Memory serving, it is width-bound, so you might be able to make it very long (enough to encompass the deck of the ship).

#

Ahhhh.

#

That's right, in Character it's the root component, so you can't rotate it.

subtle glade
#

yupp

mystic oar
#

Hrm.

subtle glade
#

no way around i guess?

#

i need to change the parent class?

#

to someting like pawn or actor i guess

mystic oar
#

How much coding have you done already? If it's all BP, you should be able to copy-paste the nodes over to a new BP pretty easily and recreate the variables.

subtle glade
#

I've made few arrays and few functions

#

most of them are for spawning the cannons

#

on each side

#

and firing them

abstract relic
#

You rotate the mesh to fit the capsule instead then work your input around the new axis. Annoying for sure.

subtle glade
#

something like this

#

@abstract relic ohh you mean like

#

make it face upwards

#

since i can size upwards

uneven fractal
#

If redirectors can be removed with the "fix up redirectors" why aren't redirectors automatically deleted during the moving asset process πŸ€”

mystic oar
#

@abstract relic That's just crazy enough to work... spawn it in-editor rotated, and rework the input to move it on its' Z-axis?

subtle glade
#

@mystic oar crazy idea indeed but it should work i think πŸ˜„

mystic oar
#

Sheesh, first UE4 mixes up the X and Y standards, now they're making us use Z as X...

bronze cipher
#

hi i am relatively new to unreal and am trying to have a senario where the player walks into the enemies box component and then it changes level to the battle level but i have tryed a few things in c++ and BP today the last thing i tryed was to have the player walk into it OnBeginOverlap then open level but as soon as i play it changes to the battle level, i think this is maybe because the enemy is an actor but idk

grim ore
#

if the actor is inside of the box component they could be triggering it yes, on the overlap event check to see if it's the player or not self and then you can do the transition. doing the player might be best or else enemies might trigger from other enemies

subtle glade
#

lol look at this monstrosity

mystic oar
#

@subtle glade Can you rotate it 90 degrees in-editor, so it's flat on the water?

subtle glade
#

i can

mystic oar
#

Then just put all its movement into callable functions, like "sail forward", that moves it on the Z-axis.

subtle glade
#

trying atm

#

its going crazy

#

nope, good idea but it flickers all around the map

#

it rotates so fast my printscreen cant even catch a decent frame

#

i think i'll copy paste the whole code and work my way from there

mystic oar
#

Is that without any input? Because if so, it might be a physics actor that needs to be deactivated.

subtle glade
#

its with an input

#

forward

mystic oar
#

Make sure the static mesh itself has no collision, and nothing else spawned into the boat has collision. That's tripped me up before.

subtle glade
#

it will be pain to work with in future i think

mystic oar
#

Hrm.

subtle glade
#

ohh wait

#

i should check my cannons

#

if they have any collision

mystic oar
#

Yeah, those might be collision-enabled, which can cause tons of interactions.

subtle glade
#

nope they dont have any collision

#

so what do you suggest, pawn or actor?

#

for these kind of characters

mystic oar
#

Hrm. Okay, before you burn everything down, just create a simple Actor class and add a Box Collision. Then give it simple movement, and a placeholder static mesh so you can see it. Try to move an instance of that around the map.

#

You want to get the movement issue figured out first, before you do anything else, so that you don't put in a ton of work only to discover that you're having the same problem.

subtle glade
#

yea i am not gonna delete the old bp

#

animations might be the problem as well

#

since its fully animated except for the cloth animation on sails

mystic oar
#

Hrm. Okay, yeah. Try to get a placeholder moving first, then come back and layer in the more advanced stuff.

#

@subtle glade Are you using a PlayerController component, or doing all your movement logic in the Character/Actor BP?

subtle glade
#

doing all in the bp i think

#

ohhh yea , yes i am doing all movement and some animations in bp

#

leaning animations are handled in a character bp

#

just using idle and forward animations for my character

#

i mean as an animation

mystic oar
#

What about the water? Is that standard "Flat ground" just retextured to look like water, or is there a special collision that might be fracking up the collision capsule?

subtle glade
#

its the starter content water modified to look more realistic

#

still not enough tho

#

i will work on that later

#

its not reactive

#

just a simple plane with a ocean texture

#

an*

#

i am think of creating all of water splahes and the trails on the water by using the particle system

#

thinking*

#

keeping everything pretty low poly so most pcs can handle it

mystic oar
#

Hrm. Okay, just make sure you try out the new class' movement with a simple pyramid or other static mesh. Get the movement functioning first, then come back and add in your animated stuff. Did you custom-make the ship's animations?

subtle glade
#

yep

#

I've orginally made 4 animations for the ship

#

idle/foward/lean right and left

#

but ended up using only idle and foward

mystic oar
#

Oooh, very cool!

subtle glade
#

leaning right and left are handled by the character blueprint

mystic oar
#

You're not using animation states?

subtle glade
#

i am using them

#

since my cannons are attached to the ship when i lean the ship the range of the weapons either increases or decreases

#

nice little mechanic