#ue4-general
1 messages Β· Page 566 of 1
it's not slow, you just need more cpu's to throw at it π
@velvet fern Raytracing behaves very differently from lightmass and/or GPU Lightmass
^^
Three different results
anyone know how to fix this (redirect loop when visiting forum.unrealengine.com):
is there a way in chrome to clear only their cookies?
think I found it
seems to have worked
what is lightmap ?
@grave osprey a lightmap is an image that stores light and shadow information of a static mesh
So the bigger the lightmass : the bigger shadow ?
let say i merge 20 different static mesh. how to make it high res ?
https://youtu.be/qZA_otJyZ1A might help
@grave osprey Is so that the game haves less things to compute.
If you bake lightmaps and have a box cast a shadow like in the example third person map,, if you move the box, the shadow stays there, it does not follow the box.
As it is something that is not going to move in that scene, its baked, and saved.
Dynamic light is expensive, the more quality or things it has to affect, the more expensive it becomes.
This is videogames, we are tricked everywhere,, like Normal maps.
@polar hawk what did you use for serial communication to Arduino?
@marsh swallow not in private, chrome added dark mode π
which login api is proper one?
https://unrealengine.com/id/login
https://www.epicgames.com/id/login
https://accounts.unrealengine.com/login/index
theres like two marketplace plugins that do the same tho
I've only come across UE4duino which doesn't support 4.22. Which marketplace ones are you talking about?
sometimes my box collisions are phisical
okay maybe they aren't marketplace plugins
iunno
yeah I tried one that didn't support 4.23 but I upgraded it no problem
upgrading the plugins isn't an issue if you know first how to do it :p
it's partly Epic's fault it's not obvious to all
(I still hate having marketplace plugins engine specific by their launcher instead of project specific
@cursive dirge write a custom launcher for us, with blackjack etc
imo epic should wrap all the networking/auth in to dynamic library and open source the rest
community probably will be happy to have an open source launcher
i'm not talking about just ue4 community
does a multiplayer p2p game made via UE API works in different OS? Lets say Windows and Mac
I am trying a blueprint template and is not working, I don't know if that's the problem. Because I've only these 2 machines to test atm
Question
If discord manifest was programmed to run the TwilightStarHE.exe and it was a shipping build....
could that cause issues.
because after looking at this, i just now realize that a shipping build makes a whole new .exe file
and it cooks that EXE, not the normal one.
er does it not really matter as the .exe inside the WindowsNoEditor is what points to the correct one
@next wedge what exactly you mean "via UE API"?
cause network code is platform agnostic
i mean the packets themselves
I am using this template https://www.unrealengine.com/marketplace/en-US/slug/fps-multiplayer-template
Since is all made in blueprint, I assume the multiplayer stuff is only using UE4 Network API
It is really platform agnostic? If it is, maybe the problem is not that
#multiplayer probably will tell you more, but i'm pretty sure it is
@autumn crystal, Sent you a DM with information.
Anyway I guess I'll inject a Linux OS in these machines, I think my workflow will be better. And I've positive rememberance about UE4 build on Linux
You mean hours of having to compile it yourself each time there's a new update?
FSocket is platform wrapper that handles that you/epic probably use for all the network communication, and it hides the platfrom specific implementation, so ue4 always acts the same on any platform
@gleaming creek At least the final product looks good, in contrary to the crapy Unity builds that stook me using Windows/Mac
@marsh swallow #packaging may know
ah thank you sir!
Annoyingly you can package for Linux from Windows but not for Windows from Linux, IIRC
@cursive dirge. Okay "upgrade" i figured it out. lol
@next badger Ok. Good to know that. Thanks. Maybe is the implementation of the things that is messing something, I'll test it more.
I build to android and windows with the same unreal project and they are able to connect to each other and play networked no problem.
So yes i do believe network packets are platform agnostic
can someone help? I am trying to figure out why my hover vechicle is falling slowly instead of staying to the ground and hovering
its like it has no weight to it
even when setting the massinkg
What is its base class? Just Pawn or Character or something else with a movement conponenet or what? And is it simulating physics?
Hover Tank, Pawn, Following hover tutorials.
I do not know hover tutorials
So does it use a movement component or is the hovering done by additional blueprint coding?
blueprint coding.. is there a better way to make an object hover?
Not better just different
Thats how I would do it. Just blueprint scriptnit to work how i want
well physics are wonky and im not good at it. so if you got a better way.. im down. lol
like i think it would work perfect it had stronger gravity
Also do you want this to work in network multiplayer?
Because if so I recommend highly against physics simulation
eventually yes
How do you make it hover?
Physics do not replicate well over network. Not well at all
Big big pain
add force at location basically.. trace length and add force until you reach hover distance
i am new to unreal.. i actually coded the game fully in unity.. now just porting it over and redoing it all because well.. unreal has more control in my opinion and is a better engine
I took the trace length and if it was a hit, I took the hit time and subtracted that from 1 to get the inverse how squished the trace is and multiplied that by my force factor and put that in the add force
That way it pushes harddr the closer to the ground you get and it lets off the pressure if you are higher up off the ground
Instead of hit timenyou can compare distance between the trace start and the impact point in world space or the hitlocation
I forget which is better for this situation
That way it acts like a spring
More squish = more force upward away from the squish
Make sense?
Btw I never did much with unity but it looks way easier to use. Maybe that is because of not having as much control though. With great control comes great complexity
well game looked good.. but.. i needed more control for what i was doing.
guys i bought rtx just for this
now it tell me that i should have hd resolution
how can i fix it ?
upgrade drivers?
actually i dont have an hd monitor
i mean can i edit something in the reflection demo to make it run at my supported res ?
i will try to unpack it.
they could have just hardcoded it
you could just try to run it 1080p but use the scaling on gpu from the nvidia control panel
or something like that
@cursive dirge it dont event give chance to run it, anyways i will try it on my TV but till next summer when i move my pc to the other room.
am sure it will be worth it anyways.
@cursive dirge am doomed if all games rise the min res to full hd
and probably will happen.
Does anyone have brushify.io by chance?
brushify had one of their packs on free for the month awhile back so i'd imagine most of the people using ue4 have at least the environment shader pack.
Yeah that's what I'm looking for
A friend of mine is having saving issues. I can't reproduce them. It saves his game settings but also crashes his game. Any help would be appreciated. https://cdn.discordapp.com/attachments/634259681686323200/641069151351210022/Desktop_2019.11.05_-_01.18.47.02.mp4
looking for? you can buy and download it from the marketplace.
Nah.
Yo, is that normal the development project is 50+GB but the package size is only around 5
π―
@unreal comet which version of the engine is this?
4.23
are you actually doing anything with those settings when you hit apply?
you say its crashing when saving but is it the saving causing the issue or you applying new video settings?
I asked him to delete the sav file and try and he said it crashes when he starts the game which is because it loads the default settings and applies them. Then on the second attempt of the game it doesnt' crash until he clicks the apply button. So it's gotta be some setting in the apply function right? But why only for him?
is anyone else unable to access the unreal forums due to an infinite refresh loop?
If itβs only him, it sounds like something is going on outside the game. If it works fine for you but not him, stop looking at the game and start looking elsewhere
I have to open every forum link incognito
But to answer your question. Yes it applies the settings
what does everyone suggest to use for a SDK for multiplayer?
and the crash is GPU related so it sounds like thats the issue not the saving. is his drivers updated, his windows install, etc?
its pretty simple to eliminate the saving being the problem, unhook or disable your code that saves but keep the rest that applies and see what happens.
it definitely sounds like your game loads up default settings, then your "default" settings are loaded which has something that conflicts with him or the way it applies is conflicting. If after his first crash it loads fine is it loading from the sav file the saved settings and applying them? are those 2 functions different (loading when the game starts and applying from settings).
Yes there's two functions. Load and apply. So he said his settings load after the crash. Which means they have load and apply correct after the 1st crash. But if he changes anything he says it crashes when he applies
I told him to update his driver's but he swears his 4 friends crash too but I tried on my desktop and pc and had 5 of my friends test and no crashing. So I'm confused
@grim ore Thanks for helping out. I'll relay all this info over to him. Hopefully it's just a simple driver update
yeah besides literally pulling out systems and trying to narrow it down you might not even be able to fix it for him especially if it works for you it's hardware/software dependent on his machine π¦
all of the posts about it are either "I am programming this using low level programming languages and it's not working how to fix" or "I am gamer and it crashes, how to fix" and I doubt the low level fix is the issue here lol
@plush yew delete the cookies...that will help for some time
@next badger thanks I'll do that right now
I'm not sure where I should ask, so I'll ask here. How should I go about making actors dynamically modify the navmesh? My characters can go around static obstacles, but when they bump into each other they just awkawrdly try to walk into each other. How can I make it so that an actor makes a hole in the navmesh for other actors?
@burnt sparrow #gameplay-ai ...but answer is check the RVOAvoidance
it's a bool on character movement component
@next badger thanks very much I'll check that out
anyone else also having problems with packaging after installing AdvancedSessions plugin
I'm having issues upgrading to 4.23. Getting a "Missing 'Project Name' Module error
ive been digging into this for awhile and just havent found the solution if anyone else has experience with this
Hi, how can I easily change the clicked sound cue for a few dozen button widget templates? the property matrix does not expose the property for clicked and hovered sounds
Ok so when it attempted to upgrade my project to 4.23 it just decided to tack on a "src" to the build and target file names without changing the uproject
does the epic launcher lag like crazy for anyone else?
everything i do on it is a pain
anything to do with the images tends to lag, like the vault or the store π¦
Hello there. I'm hoping someone can help me with this (or atleast point me in a direction): I just upgraded my project from 4.22 to 4.23.
I can successfully run project builds in 4.22. But, whenever I try building in 4.23, the process fails at the 'Cook Content for Win 64' stage with an unhandled StackOverflowException.
The trace logs point to internal engine functions, so I'm not sure where to start looking exactly, because I don't have any issues with this in 4.22. Any help would be greatly appreciated.
Hey idk if this is the right channel as there is no "optimisation" channel. I'm curious how exactly occlusion works, let's say I have a very dense city in the background and want individual buildings to get occluded when player walks behind a wall. Do I need to have individual buildings as separate static meshes for that to happen or can I have the whole backdrop city as one static mesh and still have the occlusion working fine? Does the occlusion only work with individual meshes or triangles?
@exotic thicket you need to right click your .uproject file in the root directory and click generate visual studio project files
generally plugin development is done in a project, if its in the engine directory you need to generate the engine project file which works for the source version
you can also copy the plugin from the engine folder into projectroot\Plugins
and generate project files
and it will add the plugin source to the project solution
@plush yew ytou can check here https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/index.html
An overview of Visibility and Occlusion Culling methods in Unreal Engine 4.
unreal culls on the gpu by-mesh, not by-triangle, so its important to segment your meshes, if you can see one triangle of a huge mesh, that entire mesh needs to be drawn and have visibility testing done on it
Does anyone know if I can do like an equip/unequip weapon to my paragon wraith character when the gun is in the same mesh as the character?
thanks toku!
Thanks @dim arch for the info but is there anyway to generate it only plugin like creating a new one ?
Is there any good text to speech and speech to text for Unreal?
For t2s there was one interesting marketplace asset. It relies on Google product. I think there were few other proj using some os api, but... have to check yourself.
ok, thanks!
how do you fix "file name too long" in packaging? how long is too long
there is experimental long path support somewhere
When building the Unreal Engine 4.23 source, some of the pathnames are really, really, long, like:
\Engine\Plugins\Developer\Concert\ConcertSync\ConcertSyncSe
ohh so its the path name itself not the filename
Yo i am very new is there anyone in here who is willing to help me i have made something but just looking for some help with stuff
Ask questions about the stuff you need help
Everything
i got frustrated couse i am making something but allot of stuff isnt working like the cubes wont respawn
Okay, well, if you can ask specific questions on stuff, you'll get answers
I'm trying to build a watering can and have no clue how to realise it
- model watering can
- import into unreal
- ???
- Profit
haha i was thinking about the logic π
is there anyone who could help i am tryna make parkour functions but i have no idea how?
What in particular do you have a problem with ?
Me?
Nothing i just started
Β―_(γ)_/Β―
You're not going to have someone explain step-by-step how to create a game, the best we can do is answer technical questions about specific parts
Ok how can i make my pawn respawn?
Did you try google-ing "UE4 pawn respawn" ?
The first result is a detailed tutorial
you guys no rayman legends right is that a 2D side scroller or a normal side scroller i might try make a game in that style?
Does anyone know if I can do like an equip/unequip weapon to my paragon wraith character when the gun is in the same mesh as the character?
Rayman Legends is somewhere between 2D and 3D
it has a custom engine to facilitate that
Is there a way i could make something in that style with ue4
Well, what do you think ? Is it a 2D game ?
to make something like Rayman Legends, you'd build the tech first, tbh
idk not really
the template is irrelevant
as an aside, I would avoid the 2D stuff in UE4, it is not well developed
Couse i dont know which preset to use couse i dont know how to make it to the side after i am very bad at this i am super new sos
Look
Making a video game is many different actual full-time jobs with a decade of experience required for each
Obviously you are new, so obviously you don't know about it all
Take it slow, do very small projects to learn bit by bit
ok cool tysm
aye, Rayman Legends is the kind of game built by a small army of experienced professionals, over multiple years and with a lot of money behind it
try to make something like a very basic Breakout clone or something
no, it's build by a single person that never touched a 3D Engine before 
follow newbie tutorials, learn the tools etc
Ok cool tysm all of you peapls
@viscid quest
https://i.gyazo.com/f5f8d3eb6aa8bce867a3c3e59e0ba2a3.png
Oh thanks
Iβm blind
I guess Iβll just make a new mesh and a new skeleton for the wraith without the gun
Thanks for your help
my game just got packaged to Windows 64-bit. After I click on the Application inside to run it kind of just gives the spinning cursor for a sec and doesnt load. what can I do?
Run the executable from Visual Studio, plug the PDB symbols when prompted, see what happened
ok, thx @cloud cobalt
also why is my plugin not showing in the editor Plugins window? I create this Plugins folder in project folder myself and put AdvancedSessions in.
Probably because it's editor plugins, not project plugins
no I meant i went into UE4 editor, then I went to Edit>Plugins
It does not show in the list
nevermind I found it
i did not expect it to be at bottom of list
My project won't run after packaging for Win32. Any solutions to this? Another project without AdvancedSessions plugin seems to work fine.
Run the executable from Visual Studio, plug the PDB symbols when prompted, see what happened
If it doesn't run on your machine, I mean
That it doesn't run elsewhere is a different issue
run the executable from visual studio? how do i do that @cloud cobalt
Start from the basics... Is it on your machine that it doesn't run ?
hmm wait im gonna transfer this rar to an old laptop
It's not going to run on another machine without some dependencies anyway
So again, does it fail to run on your machine ?
anyone know when the new "free for the month" stuff gets released? Or was that only a 1 year thing?
First Tuesday of every month. So today.
@cloud cobalt nope doesnt run on both my PC and laptop
they even have different antiviruses
and yes it fails to run, no sign of the .exe in Task Manager too
Do you have Visual Studio installed ?
my pc and laptop both have Visual Studio code
also I can run another project's build on my pc
visual studio isn't the same as visual studio code, btw
oh ok then im gonna install it just in case
what's VS redistributables
Your users will need that too - Steam can install them based on which evrsion your game needs
VS redist is basically the C++ library
If you compile with VS, you need to install it to run the program
If your game doesn't have source code, and you packaged in Development (vs Shipping), and you use AdvancedSessions, then you need the VS redist used for AdvancedSession
It's a way to make Windows Apps smaller in size, common libraries are not embedded in to the code.
btw, those are not VS, those are VC (Microsoft Visual C++)
great
so do I just download it from microsoft.com
Ye,s the one used by AdvancedSessions
You will need Visual Studio itself for Shipping builds
does every mesh for ue4 need to be solid ? Or can i delete faces that does not show ?
shadows don't tend to like open meshes either
@gaunt raptor it's called "open mesh"...yes you can make it open
but yeah you can do them in general
As long as the back faces are not visible, it's fine
@cloud cobalt wait I'm confused now
the other guy said its VC++
and you said VS is used for shipping builds
so what do i donwload
all the foliage is open meshes. with back faces visible
@dark rune For now, the redist, to confirm the issue
The one used by AdvancedSessions, again
Then, when you do shipping builds for players, you will need VS
all the redist available inside VS installer
alright just downloaded this @cloud cobalt @next badger
hopefully it is correct
Hi there!
Yes, what's wrong? π
@bright kraken you're no Crusher, aren't you?
@next badger No, I'm not a Crusher. It's intendent mistake in nickname π
Eeeh.. I have no idea about that 'Crusher' if you ask me)
Just wanted to ask a question about UE π
any tips why I get these lighting issues / shadows on a simple plane in ue made in blender, uvs are correct
too low lightmap resolution I guess
How about lightmap UVs ?
Wait, that's not static lighting
@pseudo swift Looks like a smoothing issue
Your mesh is distorted because iut has no hard edges
You should use the edge split modifier
Tune it so that you have hard edges where desired
im doing cloth so I dont want any hard edges if that makes sense
i just want a subdivided simple plane i can cloth paint
back after restart
is there a place i can check to see my VC redist stuff because it is still not working
I believe edge split is effectively doing the same thing as right clicking and setting smooth or flat shading
im trying with edge split now to compare
It definitely won't look like that with it
How do you check if VC Redist is installed and running
Allar's guide is quite official...here
hey, is there any setting can make the shadow harder/sharper/?
@dark rune if no dll errors - then it's fine, the only error is dynamic library is missing
it's not running, it's just a bunch of DLLs/OCX etc
@next badger um alright then i think its correct
Can someone help me with some, probably basic, unreal stuff?
I accidentally deleted the character and player start that are there when you make a new project. Now whenever I hit play, a random character shows up just falling.
And I can't undo far enough to get them back. I tried dragging in a new player start and a new character, but that doesn't seem to work. Sometimes I'll start on the player start if the camera's close enough. I want to always start where the character is though
maybe this could help?
You should be using source control software to prevent any loss of work
you setup the character under the world settings tab. game mode section
you can choose to start where your camera is like Pawel said
I still get this with edge split, tried changing the fbx export settings, and the unreal import settings aswell
@deep saddle that works, though for some reason the player start I drag in is invisible, no capsule around it
@cloud cobalt @brittle adder thanks, I'll look into that
maybe you are in Game View (shortcut: G when focused on viewport)
@pseudo swift it's my assumption, but you may try contact shadows
@gleaming narwhal @wicked tiger I read this one last night https://www.unrealengine.com/en-US/tech-blog/pushing-the-boundaries-of-mobile-vr-with-stunning-environments and I am wondering if stock UE4's HLOD has this option to cull "backside" triangles and bake weighted atlas or if it's something those guys implemented on their own.
@deep saddle yup, that was it. Thanks
btw, what happened to Kalvothe ?
@next badger what is your assumption?
to use contact shadows
This page provides an overview of Contact Shadows in UE4.
they should work better on this kind of surface
the problem seems to be with the shading/smoothing/edges
I'm using landscape spline to make a fence, the rotation of the fence is intentional. But, how can I close the gap between them, theres no offset in the spline editor
okay, then make sure you're importing the normals/smoothing groups, and not calculating them in ue4 (on import)
plus make sure you have creases
first off make sure you set the shading to smooth in blender by pressing uhh W I think
then export with edge
@swift hearth if you are not familiar with Game View, you should see some tutorials before getting started with ue
for example https://docs.unrealengine.com/en-US/GettingStarted/index.html
Introductory information for developers starting out creating games with Unreal Engine.
@deep saddle I'll check those out, thanks
@pseudo swift I gess you have checked already, but does your UV mapping look ok ?
yea uvs are ok
@pseudo swift normals only is the default and the proper one afaik
the issue is import in ue4
this is soo strange
yea thanks Idid
add a texture to it, see how it behaves.
are you coloring it with just a vector?
is worth testing a texture, any texture with decent quality
What is it doing? Im curious now
Does any anyone know what time does the free marketplace content update usually ?
You'll get an email
Epic time
Ok thanks !
it's been released
@light coyote applying a texture seemed to ged rid of the weird shading, idk, i also turned off auto smooth in blender and maybe that also helped
the free addon atm "Interactive Lights System" its just a off on switch system with some custom lights?
@pseudo swift Clear smoothing groups, and make it be just one,,, that geometry is only one
its working so its all good
right, the free for the month content is up
just not the blog post?
use the filter for "free for the month" in the markteplace listing
doesn't show the new "permanently free" content though
there is also a permanently free filter
yeah but
it doesn't show the "diff" π
(unless you already bought EVERYTHING religiously)
ah
I got this strange issue where my characters get stuck on cylinder collisions. Trees are a pain for this. I have to convert all these cylinders to rectangles to fix it. Any idea why cylinders are are doing this?
https://i.gyazo.com/c94e7f1823b10ef343dab886ba7724fb.jpg
oh sweet, we even have a banner linking to our content.
oh.. the ocean floor environment looks soooo neato
I'm liking the content of the month this month, looking good
Youβre starting to get into spam territory
ok apologies @abstract relic
Is there a way to keep the editor from building textures/meshes when opening?
when opening?
When I open the editor
i sit at 73% for about 10 minutes while it builds all textures and meshes
have it not open to your map
it doesn't
ten minutes every time for chair map?
ten minutes every time for no map
just opening the editor?
yes and the output is just filled with
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: T_ky_gradiation (AutoDXT, 512X512)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: OrientParticle (AutoDXT, 64X64)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: T_ML_Aluminum01_N (BC5, 512X512)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: T_ML_Rubber_Blue_01_N (BC5, 512X512)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: T_LMagic_Clouds_Masks_01 (AutoDXT, 512X512)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
[2019.11.05-17.29.28:624][ 0]LogTexture: Display: Building textures: T_ky_noise4 (AutoDXT, 1024X1024)
so no project? which template
what do you mean no project?
well this is you launching the editor and creating a new project, or is this one already with items in it?
did you change any project settings? It should have all of these cached on the first load of the project
and yes it will do this for all items in the project when it compiles the shaders
and creates the DDC
right but it shouldn't do it every time i open the editor
correct unless you disabled the DDC or changed it or it's corrupted
When using the EGL to clone a project... how will I know when it's finished? I see no progress indicator. It's been 30 minutes and new files are still occasionally appearing in the target dir.
only DDC setting I see is "Generate DDC data in background for desired launch on platform"
well assuming you changed nothing, is your drive getting full? (C drive). You could check to see if its corrupted as well. The only other time it should do this on startup is if you changed the rendering type or shader type and it has to recompile on next start but even then it's once
how would i check to see if it's corrupted?
would just delete it personally
if your spending ten minutes every start up, maybe its readonly or something nutty
but deleting it will make it come back
I deleted it so we'll see what happens
and actually at 73% it might not even be the DDC, thats normally 83%
lol these numbers ever change?
something else might be making weird changes to the content itself. virus scanner, source control, etc.
yep every % has a reason to stall out lol. 45% is another one for engine shaders
ye i know 45 well.
didn't think they actually stuck to numbers between each version but thats smart
yea it's hitched at 45 right now so it seems it was using the DDC
it would be nice if a description were under the progress bar lol
you have antivirus? believe matheww could be on to something here.
probably closer to 20 lol
well 45% is going to be the editor DDC compilation, then 83% should be the project DDC compilation
73% is normally really quick and might be actual corruption or something stopping it from reading the files. hell for all I know this is normal and your project is 200GB π¦
76GB, not quite 200 π
and the newer editor versions in .24 and later look like they are updating the loading bar with more info
I've never worked with a project that big before, 76GB might be normal for slowly loading if it has to validate all files. Mechanical or SSD?
m.2
i doubt the size matters as much as the content
if you've got many a small files thats probably as bad
I guess I don't understand why it would have to build every texture in the project
until they're used
would go out on a limb and say it shouldn't
well those logs say it's building thumbnails and I would assume that should be cached as well... weird
do you have a lot of static asset references in the code?
class default objects loading files etc?
er assets, objects
even then, why build them until you need to display them?
but then again that is a small part of the log, we don't actually know if that's the hitch
no
yes we are all guessing mostly
they want your engine to be responsive is why they cache everything that can be cached
another guess would be these files are in some very old engine format that gets converted and then not resaved
how many versions of the engine has the project seen?
a lot haha
perhaps if you went to these files and just saved them
I think it started around 4.15
it might be doing some conversion to not adjust source control, which is something i've ran into before with maps
I don't even know how you would begin to resave ever asset
oooh that is a good point about being older versions. man there are so many possibilities lol
all the other 73% stalls I can see on the googles are related to bad code or code loops but mainly in C++
i tend to think you've got some code reference to an object that references all these textures
if thats the case, with c++
that makes sense but without loading a map, that shouldn't matter right?
it shouldn't stall, but maybe thats why its doing anything with textures and upconversion at 73
i mean it's not stalling, the 73% part just takes forever
nah class default objects will load objects and such
don't need a map
if your game mode type for example loads a crosshair
when teh engine starts up and needs your game mode type's class defualt object, that texture will be loaded. this doesn't mean loaded into the gpu of course but read from disk and maybe updated in storage format or something
try loading it in another engine version
easier said than done. we have quite a bit of custom engine code
uh the 73% stalls all refer to stuff like the game mode and that is loaded at launch even into a blank scene just by being default but it doesnt sound like that. this must just be related to the large # of crap you have in the project over versions π¦
is it just me or is the navmesh ai think in ue4 broken af?
it's just you
But sometimes it works, sometimes not without changing something
maybe moving some objects but after resetting the navmesh is broken (build navmesh of curse)
ye but game mode can hold references to textures and materials and pawns and etc
yes but how long if you close it and reopen it now π
well i'm gonna wait for the 34k shaders to compile then try π
try without it compiling, it would be worst case scenario with just the editor stuff having to reload
ok so it seems the main things that are taking forever is pieces of clothing for our character customisation
Are you hard referencing them?
i just found out that the meshes are stored in a struct in editor
so yea they're just hard referenced in an editor struct
Sounds like an easy fix, then. However, still don't know why they would need to be rebuilt every open.
so I imagine what happens is it loads all the assets in the content folder and when it reaches that struct, it then loads everything in the struct
yea it's still building textures on the re-open
anything special i need to know for unreal on linux ?
Don't run it on a Chromebook?
whats a chromebook
dirt sleeper, would recommend resaving all your textures just to see if its a thing or not
but yea if your clothing system is essentially loading most textures in the game thats probably why it appears every texture in the game is being loaded
I'll try that once the editor is open
the package in the AUR seems to be broken, so i have to build it myself ?
switching the pointers in the struct to soft points should fix the issue then right?
well
basically soft pointers would be what you'd want but it takes care to do this
like put thought into where you put the soft references.. sometimes you want things to be a hard reference othertimes not
i guess i could just delete the structs and see if it still takes forever to open lol
i'd consider what you want to load asyncronously dirt sleeper. treating soft references as unloaded can be painful, where you could just treat the thing with the hard references as soft and async that
I'm not sure I know what you mean
if you just use loadsyncronous every time with a soft reference you gotta make sure your holding some opaque references. syncronous load will hang like hell at runtime
I've been trying to improve my communication notation in Unreal, even using colloboration/planning software - but is there a good best practice for inside the editor, other than commenting? For example, if I were working on something for cooking, it would be helpful to have some cooking reference material so other developers could easily access it instead of having to look it up externally. Does anyone have a good example of how to do this in Unreal?
what i mean is if you have a class called UShirt and ushirt has multiple materials in it, if you can have soft references to UShirt instead of all the materials inside of it, it makes UShirt less complicated. For UShirt to exist with hard refs, all the things need to exist.
It would also flush your async loading requests.
right now there's a struct that has Clothing Name, Mesh, Material sentially
essentially*
the mesh and material are hard references
you don't have much option for struct then
doesn't sound bad, but will require more effort to upkeep is all
it should be using soft refs though yea, unless you need everything to be loaded
I don't think it's a particularly hard or even time consuming fix.
Right it's for character customisation, should only need to load what you're looking at currently
@dim plover the fix being switching them to soft references and async loading them?
Yeah.
I agree, the implementation will take no time, it's repopulating the data lol
Oh, rip you. That's my biggest fear.
idk floss, with the dance game i made everything async and making up for the time where things are loading is complicated
i was async loading animations though so.. yea hard to do stuff there with what movement happens
Oooh, I know what you mean pat. Because animations need, a skeleton, an animbp, and a montage to be loaded. It becomes quite tricky to have good callbacks.
Furthermore, the animations need to be played from the time difference from when they were first requested to be played.
I think i'll just delete the structs first to see if that's what is causing the issue
async is tough to use sometimes. but sync load is easy, just horrible
so it took 16 minutes to open that tiome
i'd be interested to hear if that does anything dirtsleeper
the serialization might still wake the objects, but have no idea
man... it's real conversation time here in the channel this is great π
anyone used -NoLoadStartupPackages command?
i've not
how do you add command line arguments when launching from VS?
you right click on your startup project and set the launch args under debug like anything else. this will clear when you rebuild project files though
i dunno the proper way of doing it, but it works
ok thanks
Is it possible to save Per Instance actor settings to it's default class settings?
for blueprint classes yea (i think)
probably not for native class instances, unless theres a layer of overrides i don't know of
ok moment of truth, i cleared out all the structs
9 minutes
so next try is resaving all the textures
12266
i would create lovable game if i had more time
dirtsleeper, i'm betting your old serialized class is holding the references even though the struct is gone. you could try saving that blueprint and reloading
i think its more issues than just that though
the warnings were showing up about not finding data and compile errors
but they all went by pretty quick
wouldn't surprise me, these are just ideas i'm offering to help
i appreciate it π
I am unable to undo widget changes when I run the game to test them, it gives me some error about level streaming gcc ...can anyone advise?
@bright kraken can you stop posting the same message over and over? thanks.
@fierce tulip Hi! Am I violate rule β7 somehow? I keep a pause about 1.5 hours between each message, clear old one, and only if my question ran away. What am I doing wrong?
hmm, cant argue with that
No worries π
though in this specific case you might be better off asking on the forums.
@normal burrow ok, resaved all textures and materials
its such a niche thing that the odds off finding someone here is really small
@normal burrow still building textures
@fierce tulip I thought about that. I'll do it, sure. But keep hope that someone here have a clue at least.
Dont' worry, I will not spam here, and I will clear my question if I will find an answer.
did you try saving the thing that had all the structs before?
but i guess that would mean upgrading content is unlikely the time consumer here
i think it's better though
ah maybe that was part of it then
thats good because if you went to async, that penalty would have hit you at runtime
er in editor anyways, runtime in pie
yea but i mean say there are 200 pieces of customization, you're only loading ~5 at a time instead of loading all 200
I'm not sure if this is the right channel to ask, but I'm trying to install Unreal Engine 4.23 and I don't see Windows under Target Platforms. Isn't it supposed to be there with all the other platform options or am I missing something? https://i.imgur.com/uFQbOfG.png
yea was referring to the upconvert its doing on load dirtsleeper just to avoid reserializing the asset in the latest format
when you resaved its likely not doing half the loading logic it had to before to get the assets up to date
@dull mango windows is always installed. without it no workey :p
Alright cool. Thanks!
have fun!
I should download editor symbols for debugging too, right? Seems pretty obviously essential, but I just want to confirm since the box wasn't automatically marked with a tick.
https://giphy.com/gifs/reaction-mood-gGeyr3WepujbGn7khx
me when I find a clamp 0-1 instead of a saturate in my old materials.
@dull mango its generally for coders
@normal burrow so why is it that these BP are trying to load the meshes and stuff when the editor is opening?
generally you dont need it unless you are doing many crashy things.
It's 20.36 GBs hot damn.
yuuup
the debugging symbols are for when the editor/packaged stuff crashes and you want actual readable stuff. If you don't plan on crashing it you don't need it. If all else fails, install it later lol
^
That's what I thought, but I'm puzzled by the size.
if you are using C++ you will have that anywhoo when you make source
note: the editor will crash regardless of whether you plan on doing that
XD
debug symbols are ridiculously large π¦
whats in that package actually? I never needed it so no clue why its so large
Symbols
its just the pdb files
so there's like millions of huge symbols from all kinds of templates
when I read symbol I think of tiny icons
hi, i have a question to ask
I thought so too
artist :p
yep yep, i've got a desktop app that is under a meg and the debug symbols are easily 5 times that in total lol
not sure if this is the right channel
symbols are things like function and class names
and line number offsets etc are also in the pdb files
"something crashes, what crashed? who called it? what is the name?" all of that name stuff is in the debug symbols. Without it you just get "userbase.dll crashed" instead of "userbase.dll crashed in omgilovethismusic(artist, song)"
right
that makes much more sense than me imagining giant apple and dragon icon images.
but does anyone know where i can find information on how to make boss battles multiple phases like the soul series of dark souls, bloodborne, nioh etc or any game that can take advantage of? and also with certain things can be demaged by this effect like lightning etc
I am afraid of what Fear is going to ask us.....
do not fear, superman is here
lol why be afraid?
anyways, #blueprint generally unless Matthew has some pointers
ok
blueprint is good but this sounds more like a concept/design question? or do you mean the tech behind it
and the actual answer is it's a ton of work π¦
So do any of you have any good resources for someone who is just starting with Unreal Engine? I'm studying CS so material that isn't targeted at total beginners would be best.
so the last question first, damaging things is pretty simple. If you want it to be specific like with lightning you would pass in the damage type (can be an enum) to whatever you are damaging and it can react accordingly
learning tab perhaps, but any beginner tutorial thats within your interest should help @dull mango
just have fun and goof about as well
https://learn.unrealengine.com/home/dashboard is a good start
hmm ok thanks
Sweet thanks :)
as for bosses with multiple stages you can design the logic in behaviour trees, each phase can have a trigger and check for example on what they do, then each branch in the tree covers what they are doing (moving, attacking, etc.). you can use things like sequences to make the fights move if needed. Boss Battles are basically getting your character to do what you want then stringing that together over time using custom events or behaviour trees
I would just start with something simple, like your boss has 2 attacks (a main and a special) with the special being on a cooldown and then you can go from there
this is the part of game dev that takes a tOOOOOOOOOnn of time
which is why "bosses" in alot of games are just normal mobs with more HP lol
yea i started to notice lol
also out of curiosity, once i do a prototype of my game idea or whatever, i always wondered for a long time about the cinematic side of things like for example do you actually work on the whole game like mechanics and stuff but do you add that cinematic thing in between.
even doing something a little different can work, like making only parts of the enemy take damage instead of the entire thing and making those parts only "activate" every so often
this spring semester im taking intro to game development
Has anyone encountered this bug before? I ended up with 2 identically named categories that I can't undo lol
cinematics are normally handled by another team in a full project but you can do them in engine or separately. in engine, using sequencer, is fairly easy if you just want stuff like camera work lol
Hello!
hi
I wonder if we have a relatively new sequencer example project, isnt infiltrator and boy and a kite matinee?
@fierce tulip Debug symbols refers to the debugging information that maps the memory of the running program to the "symbols" in the source code, so that you can tell where you are in code, what the value of variables are, etc.
yea @grim ore
In this case, symbols is referring to symbols in that sense that F is a symbol in the equation F = MA.
someone needs to remake infiltrator in sequencer now that matinee is going away in .24 π
They symbolic/representative of something else.
what the best way to a steam game? I can't open two steam clients...?
yea, before it was just explained, I never knew :p
(really thought it was a whopload if tiny images to show debug things in the compiler/VS but come to think of it.. that makes zero sense :p)
i downloaded the matinee thing but i always wondered if they always add it to levels after the y make it or wait till they finsh the game
Just passed by and figured I'd explain the symbol part of it. Symbol as in symbolic, not as in an image.
like for example, from one level to another
@thorn topaz when a bp is needed, everything it references is needed before it.
so you likely have some reliance chain from game rules or game mode or whatever that ends up loading half your assets
@normal burrow ok thanks
What do you recommend to start in ue4?
download some of the templates and see how the engine works
follow along with tutorials
add additional features to the templates or tutorials
Thank you
which according to Allar's recent questionnaire.. nobody knows about :p
they know, they just don't know what it's called π
maybe if Epic had kept the subscription to the engine we could have financed more ads showcasing the learning site
I was one with the wrong answer, but tbh all of them sounded similar.
btw that site does not allow me since weeks
Might be personal?
is this any site or the learn site?
The forums have been shite all week. Now it just doesnt want to work
Unity must be behind this accident
they have taken our users now they take our forums
Anyone know how to set up a level sequence to run in a loop using the level blueprint? It used to be a simple "event beginplay > play (with the matinee as the target) > delay > reverse (matinee target) > delay > back to play"
Now they changed it to level sequence and I converted it but it doesn't work anymore π€¦
did you change the sequence in the level to loop?
you can also turn on auto play from there if your goal is to just do that
I got the mesh attached to the sequence with two keyframes, point A and point B basically, I want it to loop back and forth infinitely (it's a moving platform)
@grim ore the learning site. The forum one is another beer.
@lapis vine if your display name has a . (period) in it, it will have an issue. If you change that you should be able to get back in
You have an oracle orb?
@swift hearth click on the sequence actor in the outliner and enable loop and auto play and it should do what you want?
I do have points
a better alternative would be to make this a blueprint and have it do that inside of it using timelines and points you can define inside the blueprint. This would let you re use it and it would be self contained. This is what BP's are designed for
Anyone else having trouble accessing the UE forums? Getting into a "Login Redirect" loop right now
Weird question -- is there a way for ue4 to get the screenspace of an object inactive camera? My gut says its some wizadry involving some dot products and an acosD/fov but I can't find the specific math anywhere.
yep you need to nuke your cookies for the forums or go in incognito, it's..... bugged right now @wicked sparrow
Thanks!
... honestly, i would recommend that error message to include your workaround. Thanks again.
@grim ore oh wow lol, don't even need to mess with the blueprints then. Well I feel dumb xD
Thanks
sequencer has a ton more options than matinee π
@lapis vine yeah I have no idea why it's not fixed yet. I "thought" they said it would be fixed a few weeks ago but....
It's weird, yeah. But software is like that.
Hello. I created a new first person project, created a new default level, and when I click play, my character will get stuck using WASD to move until I click space to jump. After my character jumps I can then walk around at normal speed. Is this a bug?
Using 4.23.1
did you put down a playerstart or a instance of the pawn/character?
It was there by default when I created the default level. I just clicked play and when I tried walking I got stuck until I jumped then I was free to move wherever.
It's just a new default level on a first person project. No changes.
odd, not sure
yes that's strange
@plush yew Try to create a third-party template and try if the same thing happens to you.
Good idea. I'll check.
Same issue except I can strafe left and right.
@grim ore any idea what kind of info customized UV's has when nothing is plugged in?
Ill ask in graphics.
@plush yew it's definitely something weird with your setup. I just made new FPS in .23.1 and no issues.
do you have any game controllers plugged in?
@grim ore nope, nothing plugged in. I tried running a fresh install and still got the same issue. I installed 4.12.5 to run an old project of mine and was having the same issue on a level I built a while ago. Running the latest update of windows 10 and Nvidia drivers if that matters.
@plush yew what part of this is not working? what should it be doing and what is it doing? did you try debugging?
i got it i accidently didnt link something
@plush yew can you look around and fire? are you using the play in editor? if so did you try play in new window?
Yes to all.
@plush yew Have you tried raising the PlayerStart node up say... 50 units or so? Bit of a hack, but it would help confirm that you're not getting stuck on geometry
@mystic oar yup, tried it.
huh so then the next thing might be to check the blueprint as it is running and see if the inputaxis move forward and move right are firing off
its weird mouse movement and action fire are working but not those 2
Okay... if it's happening on 2 newly-built templates, both the FPS and 3rd person template...
Hrm. What about validating the engine files, to make sure that there isn't something weird going on there?
When I get "stuck" the character is actually moving still but very very slowly.
It still does the walking animation when I'm stuck.
That sounds for all the world like he's getting stuck on geometry...
@plush yew Okay... and you've already tried restarting your computer, right? It's an old trick, but sometimes it works, even in UE4.
Fixed a weird compiling bug for me once.
How hard is it to add a saving function?
save what?
from easy to hard based on your game and what is considered progress
2d rpg much like Undertale or earthbound, and I wanna save things like what's in your inventory, XP, where you are on the map, and things youve already accomplished in the game, like certain quests
lol
gonna go with moderate difficulty
show me any task and I'll show you how to do it the harder way
@lime gull Okay, so you're going to have to think about how you're keeping track of those things in the game currently. Any save game would need to check those variables, shape them properly, then write it to disk.
@lime gull I'm over-simplifying, it can get complex as others are saying. If I remember from a few days ago, you're working on some kind of game with text adventure elements, right? Weren't you setting up some kind of typewriter effect in the HUD?
Hehe, problem with the source engine is you forget how to count to 3. :)
This is a big topic so this'll probably be a bit of a thread
Save games are hard primarily because modern programming doesn't just let you take chunks of raw bytes from RAM, write them to disk, then later put them back and have the same state you had before 1/ https://t.c...
329
943
@lime gull
The whole thing I was trying to set up was text that appears 1 letter at a time. The game itself is gonna be like a traditional rpg, think pokemon
@lime gull See, saving is only half the battle. You then have to reliably load that file back in. Blueprint has some standard "nodes" for file save/load, but you have to feed in a well-formed struct.
nm, random keybashing solved it
Then you gotta take that struct back out, pull all the variables out of it, set those variables throughout the program properly, etc. Smarter people than I have gone on at length about this.
So what im getting from all this is I make a game that if you dont play in one go, you lose all data
Why do you think Roguelikes are so popular among indies? :D
Because that's a lot of work for 1 guy (
Haha, it's really not terrifyingly hard, but you do have to get a feel for it. Don't try to eat the elephant in one go.
where everything is hard, and the easy things are hard, and the things you do daily break for no good reason :p
Ill start off with saving and loading player location I suppose
you'll manage!
Don't forget that the consumer does not appreciate your work.
You can do a bit more upfront work to make it easier but at the end of the day you'll have to handle things you never care about while playing. things that you'd only notice when they're wrong.
True, @worn granite . Edge cases take up way too much time.
It can be daunting, or it can be tedious. Mostly depending on how smooth you set it up to be.
@lime gull I would recommend reading through that twitter thread posted above and watching a few video tutorials. See if you think your game needs that feature. Remember, your first game will not be your dream game. Build games to learn how to do it better.
Focus on what you consider to be the core of your game, complete that, then come back and make a "sequel".
I had found a reference to a Crash Video Recorder in a version of UE in 2016. I can't find reference to it in 4.22. Anyone know if it's still around or has been deprecated? Can't find much info via the Google overmind.
Ive worked on a few tiny games in the past, and finished about 3. Granted they aren't triple A title worthy
But they're playable
For the most part )
That's great, @lime gull !
Im thinking thisll be a project I occasionally come back to over the course of a year
Or a few
Is there a way to checkout files other than right clicking the asset?
@slim ice What exactly are you trying to do with a Crash Video Recorder? If it does what it says on the tin, and gets a video recording of your game right before it crashed, that would be... well, it sounds great, but also sounds like it would be tough to implement for the UE4 development team.
the CVR works great for the editor last i used it
@mystic oar Sounded like it was already build into the editor / supported. However, I can't find reference to the command line switch in the UE source. Since it's not mentioned recently, it's likely deprecated ... but one can hope.
@polar hawk What version of UE?
lmao I googled it for you and the first result I got is my blog
so theres a good chance its fucked
Heh. I believe that's one of the references I found π
Would be nice for QA, once they found a repro case, to automatically be able to give us a vid.\
@polar hawk To be fair, I keep finding your blog when I search for really, really messed up parts of UE4. I read your entry about "Confessions of a UE4 Firefighter" before I joined this discord, and it was both encouraging and depressing.
I've worked in Renderware, 2 in-house custom engines, and UE4. I'm finding UE4 to be pretty nifty π
Doh. Thanks for checking!
@normal burrow [2019.11.05-21.52.20:274][ 0]LogDerivedDataCache: Display: Failed to cache data. Maximum cache size reached. CurrentSize 523200 kb / MaxSize: 524288 kb
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
lol π
yea i need to make it bigger
you should look at references to any given asset in your project dirt sleeper
i just managed to see that as the messages were scrolling by
tend to think everything meets at a point in game mode
probablyt
you know how many times ive fuckin written a lambda timer in c++
and you know how many times I still have to google the shit
they are the same number
profiling lambdas?
what like?
GetWorldTimerManager.SetTimer(Handle, FTimerDelegate::CreateLambda())
timers are always complicated but easy to screw up
yeah that
but also
hmm
every time I ask myself
isn't there a way to do it without the handle
i know i can just ditch the handle but
i like how you debug your disposition allar
not that i've seen
this is the right thing to do.
i always do
FTimerHandle th;
SetTimer(th, ...);
yeah but I don't want to
yea I hate that syntax
is the handle like, "if i destruct then forget about the event"? unfamiliar with this api
the handle is how you access the timer
so you would do something like GetWorldTimerManager().ClearTimer(MyHandle)
you have to do something with it?
no
but it forces you to have a handle
@polar hawk just write your own SetTimer methods in the timer manager that don't require a handle π
sounds about right
lol
otherwise I wouldn't have this issue writing timers
its always possible, an hour from now, we could still be talking about it
i wouldn't underestimate a timer
me rn auto reset = FTimerDelegate::CreateLambda([this]() {
i need to understand the standard procedures for arguments and lambda arguments. value/reference arguments after the lambda or before?
yea, progress is progress
A handleless timer sounds like a nightmare to debug in a game that has more than one timer used anywhere else
tru
Allar. CreateWeakLambda.
bit more syntax, but less than manually doing a ThisAsWeak tempvar to then capture
of course you'd know about some new 4.21 lambda syntax
Look at a scenario where 2000 objects of different types call timers of different types without handles..."hey something fucked up"..."what? Some lamda somewhere on some object"...
also, thanks @worn granite thats sick
wait, what's the benefit of weak lambda?
i don't have to do a this != nullptr check
ah
but it takes in any uobject apparently so whether its this or world or blah
What would be the issue when moving around in a map that it disappears until i move closer? What setting?
multiplayer?
its just a landscape atm
draw distance?
So I'm trying to build my DDC from command line but I'm stupid so....this is the command
""UnrealEngine-4.21 Source\Engine\Binaries\Win64\UE4Editor.exe" CleanThirdPerson -run=DerivedDataCache -fill"
but i'm getting the error
"Failed to open descriptor file G:/UnrealEngine-4.21 Source/CleanThirdPerson/CleanThirdPerson.uproject"
it doesn't render until the camera moves close to it. Have a 2080 TI so its a setting for sure..
that is not the correct path to the project but I'm not sure how to fix the path
@spice scarab was having a similar landscape issue gotcha
Since you guys were mentioning timers earlier, have you ever considered using Delays? π
VS also crashed while looking at Delay. God damn it.
/cry
thinking maybe i scaled the map too big
@dim plover it's a sign
nope its not that.
But actually, do you think there is less overhead in using Delay vs Timers? Or (slight) better performance, etc?
well, 1gb still wasn't big enough for DDC
lol
trying 2gb now π
Hey there question anyone know how to make it so a persons customized avatar will show up in a cut scene? Im gathering video tutorials for game making with unreal engine and this is one of the stuff im looking for. If you have a link to a video on youtube can you give me the link so i can save it for later? If so thanks!
I think sequencer is what you want to look into
@polar hawk np
Also I don't think this != nullptr works if you just CreateLambda which captures this

If my line of thinking is correct, it's basically just UMyDerivedObject* ThisPointerIsRaw; so gg if GC runs
I've heard about sequencer but can you add a persons customized avatar to the cutscene? Tried typing it in on youtube google only saw people importing a specific avatar not one that someone made in a character creator for a RPG game
I've been able to successfully use it in a few places where I expect the GC might to have ran and it handled it being null but... aye, would be worth looking into deeper if CreateWeakLambda didn't exist
Hrm. If I ever have time I should check my assumption then.
@regal ice yes you should be able to do that
Either way its sort of moot
@thorn topaz hmm.... Must be buried in youtube or noone posted a vid on how to do it rip
2gb still too small, time for 10gb
it's not letting me do 10gb π¦
can anyone help with landscape rendering issue?
?
imagine auto reset = FTimerDelegate::CreateWeakLambda(this, [this]()
i want to invoke reset directly
dunno off the top of my head
@polar hawk Maybe Execute() ? Like the other delegates.
Probably check if it's still bound later on
VAX has failed me in this situation
Yeah delegates are annoying to navigate about.
im invoking it immediately after its initialized in the case that im invoking
I see
if im not invoking it gets invoked later by the timer
basically if delay > 0 delay with timer manager, otherwise execute
Aye makes sense.
are blueprint spline components the only way to work with splines in UE4? I'm looking for a simple and light-weight way to define a number of splines in the same way you would create a curve asset
I figured there would be a Spline asset type but I don't see anything like that
Essentially I'm wanting to have a Curve Table but with 3d coordinates instead of linear curves
if anyone knows about landscaping... can you please DM me
I have an Instant death barrier in my game, its triggered by overlap
on non-dedicated it works fine, on dedicated, the overlap event gets called repeatedly
what do you do on the trigger?
is there anything inherently bad about making a database of object data for different kinds of foliage, and then using "get mesh" to determine by mesh type how to inform the player about different landscape foliage elements? I don't want every bush and tree to be its own object but I want them to be interactive and kinda unique to each type of foliage mesh
@grim ore
so if the player has authority it doesnt look like it runs on the server ?
even then you will find that authority doesnt mean server if that is what you are trying. your listen server probably works because it is the server so its going to work differently than just being the client. When you say its being called repeatedly which client or is it the server calling this over and over?
is there a way to apply a new material to a bunch of meshes?
or set a new default for imports?..
there's nothing in bulk matrix.. automatically unreal sets the world grid material
which I can't edit, cuz it crashes unreal
I don't want to delete or replace this core unreal material...
just replace the defaults
to a material of my own
O o
or apply a material to my new meshes without having to open each one individually..
is this in the browser or in the world changing instances?
I want the mesh itself to have a new material, after import
sounds like the browser so about all you could do is trying to write some python or an editor widget if so
so not in a level
oh crap...
yeah, in browser
ok, so.. the only bulk option is to do this while loading? in BPs?
same with changing collision settings
I can't believe Unreal has better import settings for 2D
and almost nothing for 2D
3D
it has the defaults and that is about it yeah. they extended python to the editor, you have editor utility widgets that can work with assets in the browser, and you can edit the C++ to change the pipeline
alright.. thanks MW, I don't speak python nor c++ but I'll take a look
π
I guess one day I have to bite the bullet and start learning some python..
they are extending alot of functionality to the editor utility system, it uses blueprints
oh... wait, so I can create a widget that has buttons that execute in editor.. and do things via BP commands?
correct and access nodes that can work on items in the level and the assets in the browser, Editor Utility Widgets
@grim ore what do you mean
@open eagle do a print string after your overlap happens or your events to see who is calling it. you said the overlap gets called repeatedly so who is calling it? the server or the client
You have atleast 2 of each item if it is spawned normally in multiplayer, one on the client and one on the server unless you are a listen server then it's one and I think that is where your issue is. I think you are not calling this death event on your server version of the player/object overlapping
@grim ore
anyone have a list of the options that can be specified when running GenerateProjectFiles.bat for engine source?
nice ping
@bitter iris Compile, then change it
I did doesnt work
the player on the server is calling it and the player on your client is calling it, that makes sense
yes, your server has a copy of all items spawned on it
like -exclude flags etc
otherwise how does your server know what is going on?
what should I do\
and this is where the first issue always comes up when people do MP and don't start with dedicated π¦
I see the exclude flags for excluding specific platforms and for specifying vs project file versions but I know I'm missing others