#ue4-general

1 messages Β· Page 566 of 1

velvet fern
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There is gpu lightmass?

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Since when

cloud cobalt
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A year ago I think

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It's non-official

velvet fern
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Aha

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Is it possible to use real-time raytracing for preview before light building?

grim ore
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it's not slow, you just need more cpu's to throw at it πŸ˜›

cloud cobalt
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@velvet fern Raytracing behaves very differently from lightmass and/or GPU Lightmass

grim ore
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^^

cloud cobalt
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Three different results

slow hearth
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is there a way in chrome to clear only their cookies?

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think I found it

safe rose
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@slow hearth clear cookies

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ah yeah, nvm

slow hearth
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seems to have worked

grave osprey
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what is lightmap ?

marsh swallow
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noones got time to clear cookies. InPrivate

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πŸ˜‚ It was much quicker.

velvet fern
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@grave osprey a lightmap is an image that stores light and shadow information of a static mesh

grave osprey
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So the bigger the lightmass : the bigger shadow ?

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let say i merge 20 different static mesh. how to make it high res ?

grim ore
light coyote
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@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.

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Dynamic light is expensive, the more quality or things it has to affect, the more expensive it becomes.

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This is videogames, we are tricked everywhere,, like Normal maps.

late burrow
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@polar hawk what did you use for serial communication to Arduino?

slow hearth
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@marsh swallow not in private, chrome added dark mode πŸ˜›

polar hawk
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@late burrow the com port

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windows api

polar hawk
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theres like two marketplace plugins that do the same tho

late burrow
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I've only come across UE4duino which doesn't support 4.22. Which marketplace ones are you talking about?

brave nacelle
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sometimes my box collisions are phisical

polar hawk
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okay maybe they aren't marketplace plugins

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iunno

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yeah I tried one that didn't support 4.23 but I upgraded it no problem

cursive dirge
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upgrading the plugins isn't an issue if you know first how to do it :p

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it's partly Epic's fault it's not obvious to all

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(I still hate having marketplace plugins engine specific by their launcher instead of project specific

next badger
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@cursive dirge write a custom launcher for us, with blackjack etc

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imo epic should wrap all the networking/auth in to dynamic library and open source the rest

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community probably will be happy to have an open source launcher

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i'm not talking about just ue4 community

next wedge
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does a multiplayer p2p game made via UE API works in different OS? Lets say Windows and Mac

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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

marsh swallow
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Question

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If discord manifest was programmed to run the TwilightStarHE.exe and it was a shipping build....

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could that cause issues.

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because after looking at this, i just now realize that a shipping build makes a whole new .exe file

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and it cooks that EXE, not the normal one.

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er does it not really matter as the .exe inside the WindowsNoEditor is what points to the correct one

next badger
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@next wedge what exactly you mean "via UE API"?

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cause network code is platform agnostic

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i mean the packets themselves

next wedge
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It is really platform agnostic? If it is, maybe the problem is not that

next badger
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#multiplayer probably will tell you more, but i'm pretty sure it is

plush yew
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@autumn crystal, Sent you a DM with information.

next wedge
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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

gleaming creek
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You mean hours of having to compile it yourself each time there's a new update?

next badger
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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

next wedge
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@gleaming creek At least the final product looks good, in contrary to the crapy Unity builds that stook me using Windows/Mac

next badger
marsh swallow
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ah thank you sir!

gleaming creek
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Annoyingly you can package for Linux from Windows but not for Windows from Linux, IIRC

late burrow
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@cursive dirge. Okay "upgrade" i figured it out. lol

next wedge
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@next badger Ok. Good to know that. Thanks. Maybe is the implementation of the things that is messing something, I'll test it more.

spice canopy
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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.

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So yes i do believe network packets are platform agnostic

pulsar kraken
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can someone help? I am trying to figure out why my hover vechicle is falling slowly instead of staying to the ground and hovering

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its like it has no weight to it

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even when setting the massinkg

spice canopy
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What is its base class? Just Pawn or Character or something else with a movement conponenet or what? And is it simulating physics?

pulsar kraken
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Hover Tank, Pawn, Following hover tutorials.

spice canopy
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I do not know hover tutorials

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So does it use a movement component or is the hovering done by additional blueprint coding?

pulsar kraken
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blueprint coding.. is there a better way to make an object hover?

spice canopy
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Not better just different

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Thats how I would do it. Just blueprint scriptnit to work how i want

pulsar kraken
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well physics are wonky and im not good at it. so if you got a better way.. im down. lol

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like i think it would work perfect it had stronger gravity

spice canopy
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Also do you want this to work in network multiplayer?

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Because if so I recommend highly against physics simulation

pulsar kraken
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eventually yes

spice canopy
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How do you make it hover?

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Physics do not replicate well over network. Not well at all

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Big big pain

pulsar kraken
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add force at location basically.. trace length and add force until you reach hover distance

spice canopy
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Hmm ok

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I did something like this

pulsar kraken
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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

spice canopy
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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

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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

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Instead of hit timenyou can compare distance between the trace start and the impact point in world space or the hitlocation

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I forget which is better for this situation

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That way it acts like a spring

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More squish = more force upward away from the squish

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Make sense?

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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

pulsar kraken
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well game looked good.. but.. i needed more control for what i was doing.

plush yew
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guys i bought rtx just for this

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now it tell me that i should have hd resolution

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how can i fix it ?

pulsar kraken
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upgrade drivers?

plush yew
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actually i dont have an hd monitor

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i mean can i edit something in the reflection demo to make it run at my supported res ?

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i will try to unpack it.

cursive dirge
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they could have just hardcoded it

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you could just try to run it 1080p but use the scaling on gpu from the nvidia control panel

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or something like that

plush yew
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@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.

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am sure it will be worth it anyways.

cursive dirge
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it's not

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just watch the demo from youtube

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it's not interactive

plush yew
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@cursive dirge am doomed if all games rise the min res to full hd

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and probably will happen.

pulsar kraken
sacred sun
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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.

pulsar kraken
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Yeah that's what I'm looking for

unreal comet
sacred sun
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looking for? you can buy and download it from the marketplace.

pulsar kraken
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Nah.

silver bone
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Yo, is that normal the development project is 50+GB but the package size is only around 5

safe rose
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yes

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And be thankful

silver bone
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πŸ’―

grim ore
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@unreal comet which version of the engine is this?

unreal comet
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4.23

grim ore
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are you actually doing anything with those settings when you hit apply?

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you say its crashing when saving but is it the saving causing the issue or you applying new video settings?

unreal comet
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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?

plush yew
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is anyone else unable to access the unreal forums due to an infinite refresh loop?

finite saffron
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If it’s 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

plush yew
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I have to open every forum link incognito

unreal comet
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But to answer your question. Yes it applies the settings

pulsar kraken
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what does everyone suggest to use for a SDK for multiplayer?

grim ore
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and the crash is GPU related so it sounds like thats the issue not the saving. is his drivers updated, his windows install, etc?

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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.

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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).

unreal comet
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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

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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

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@grim ore Thanks for helping out. I'll relay all this info over to him. Hopefully it's just a simple driver update

grim ore
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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 😦

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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

next badger
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@plush yew delete the cookies...that will help for some time

plush yew
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@next badger thanks I'll do that right now

burnt sparrow
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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?

next badger
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@burnt sparrow #gameplay-ai ...but answer is check the RVOAvoidance

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it's a bool on character movement component

burnt sparrow
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@next badger thanks very much I'll check that out

dark rune
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anyone else also having problems with packaging after installing AdvancedSessions plugin

meager tinsel
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I'm having issues upgrading to 4.23. Getting a "Missing 'Project Name' Module error

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ive been digging into this for awhile and just havent found the solution if anyone else has experience with this

barren coyote
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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

meager tinsel
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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

storm venture
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does the epic launcher lag like crazy for anyone else?

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everything i do on it is a pain

grim ore
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anything to do with the images tends to lag, like the vault or the store 😦

formal needle
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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.

exotic thicket
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Hey

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do any one know how to generate visual studio file for plugin ?

plush yew
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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?

dim arch
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@exotic thicket you need to right click your .uproject file in the root directory and click generate visual studio project files

exotic thicket
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I mean for plugin

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so if i generate the main project plugin will included too ?

dim arch
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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

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you can also copy the plugin from the engine folder into projectroot\Plugins

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and generate project files

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and it will add the plugin source to the project solution

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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

viscid quest
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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?

plush yew
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thanks toku!

exotic thicket
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Thanks @dim arch for the info but is there anyway to generate it only plugin like creating a new one ?

wheat yacht
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Is there any good text to speech and speech to text for Unreal?

lapis vine
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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.

wheat yacht
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ok, thanks!

dark rune
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how do you fix "file name too long" in packaging? how long is too long

manic pawn
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put your project folder in a shorter path

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the limit is something like 250 chars

sudden agate
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there is experimental long path support somewhere

dark rune
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ohh so its the path name itself not the filename

desert timber
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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

cloud cobalt
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Ask questions about the stuff you need help

desert timber
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Everything

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i got frustrated couse i am making something but allot of stuff isnt working like the cubes wont respawn

cloud cobalt
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Okay, well, if you can ask specific questions on stuff, you'll get answers

zealous cloak
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I'm trying to build a watering can and have no clue how to realise it

sudden agate
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  1. model watering can
  2. import into unreal
  3. ???
  4. Profit
zealous cloak
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haha i was thinking about the logic πŸ™‚

desert timber
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is there anyone who could help i am tryna make parkour functions but i have no idea how?

cloud cobalt
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What in particular do you have a problem with ?

desert timber
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Me?

sudden agate
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what do you have so far?

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@desert timber

desert timber
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Nothing i just started

sudden agate
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Β―_(ツ)_/Β―

desert timber
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I just started i am very new

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@sudden agate

cloud cobalt
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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

desert timber
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Ok how can i make my pawn respawn?

cloud cobalt
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Did you try google-ing "UE4 pawn respawn" ?

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The first result is a detailed tutorial

desert timber
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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?

viscid quest
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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?

wary wave
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Rayman Legends is somewhere between 2D and 3D

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it has a custom engine to facilitate that

desert timber
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Is there a way i could make something in that style with ue4

cloud cobalt
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Yes

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Though obviously it's a lot of work

desert timber
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Yep

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would i choose 2d side scroller or normal side scroller in the ue4 presets?

cloud cobalt
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Well, what do you think ? Is it a 2D game ?

wary wave
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to make something like Rayman Legends, you'd build the tech first, tbh

desert timber
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idk not really

wary wave
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the template is irrelevant

desert timber
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i dont know anything about ue4 is the tech the code/

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?

wary wave
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as an aside, I would avoid the 2D stuff in UE4, it is not well developed

desert timber
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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

cloud cobalt
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Look

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Making a video game is many different actual full-time jobs with a decade of experience required for each

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Obviously you are new, so obviously you don't know about it all

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Take it slow, do very small projects to learn bit by bit

desert timber
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ok cool tysm

wary wave
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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

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try to make something like a very basic Breakout clone or something

sudden agate
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no, it's build by a single person that never touched a 3D Engine before alex

wary wave
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follow newbie tutorials, learn the tools etc

desert timber
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Ok cool tysm all of you peapls

fierce tulip
viscid quest
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Oh thanks

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I’m blind

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I guess I’ll just make a new mesh and a new skeleton for the wraith without the gun

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Thanks for your help

dark rune
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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?

cloud cobalt
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Run the executable from Visual Studio, plug the PDB symbols when prompted, see what happened

dark rune
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ok, thx @cloud cobalt

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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.

cloud cobalt
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Probably because it's editor plugins, not project plugins

dark rune
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no I meant i went into UE4 editor, then I went to Edit>Plugins
It does not show in the list

cloud cobalt
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Yes I understand

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Can you use the features from the plugin ?

dark rune
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nevermind I found it
i did not expect it to be at bottom of list

dark rune
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My project won't run after packaging for Win32. Any solutions to this? Another project without AdvancedSessions plugin seems to work fine.

cloud cobalt
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Run the executable from Visual Studio, plug the PDB symbols when prompted, see what happened

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If it doesn't run on your machine, I mean

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That it doesn't run elsewhere is a different issue

dark rune
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run the executable from visual studio? how do i do that @cloud cobalt

cloud cobalt
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Start from the basics... Is it on your machine that it doesn't run ?

dark rune
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hmm wait im gonna transfer this rar to an old laptop

cloud cobalt
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It's not going to run on another machine without some dependencies anyway

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So again, does it fail to run on your machine ?

plush yew
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anyone know when the new "free for the month" stuff gets released? Or was that only a 1 year thing?

dim plover
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First Tuesday of every month. So today.

dark rune
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@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

cloud cobalt
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Do you have Visual Studio installed ?

dark rune
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my pc and laptop both have Visual Studio code
also I can run another project's build on my pc

honest vale
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visual studio isn't the same as visual studio code, btw

dark rune
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oh ok then im gonna install it just in case

cloud cobalt
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I wouldn't

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The problem is likely that your game needs the VS redistributables

dark rune
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what's VS redistributables

cloud cobalt
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Your users will need that too - Steam can install them based on which evrsion your game needs

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VS redist is basically the C++ library

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If you compile with VS, you need to install it to run the program

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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

next badger
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It's a way to make Windows Apps smaller in size, common libraries are not embedded in to the code.

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btw, those are not VS, those are VC (Microsoft Visual C++)

dark rune
cloud cobalt
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Ye,s the one used by AdvancedSessions

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You will need Visual Studio itself for Shipping builds

gaunt raptor
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does every mesh for ue4 need to be solid ? Or can i delete faces that does not show ?

honest vale
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distance field stuff might not like open meshes

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nor raytracing I think

wary wave
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shadows don't tend to like open meshes either

next badger
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@gaunt raptor it's called "open mesh"...yes you can make it open

honest vale
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but yeah you can do them in general

cloud cobalt
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As long as the back faces are not visible, it's fine

dark rune
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@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

next badger
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all the foliage is open meshes. with back faces visible

cloud cobalt
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@dark rune For now, the redist, to confirm the issue

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The one used by AdvancedSessions, again

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Then, when you do shipping builds for players, you will need VS

dark rune
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sure so the redist is used by AdvancedSessions

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alright i get it now downloading

next badger
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all the redist available inside VS installer

dark rune
next badger
bright kraken
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Hi there!

Yes, what's wrong? πŸ™‚

next badger
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@bright kraken you're no Crusher, aren't you?

bright kraken
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@next badger No, I'm not a Crusher. It's intendent mistake in nickname πŸ™‚

next badger
bright kraken
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Eeeh.. I have no idea about that 'Crusher' if you ask me)

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Just wanted to ask a question about UE πŸ™‚

pseudo swift
serene birch
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too low lightmap resolution I guess

cloud cobalt
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How about lightmap UVs ?

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Wait, that's not static lighting

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@pseudo swift Looks like a smoothing issue

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Your mesh is distorted because iut has no hard edges

pseudo swift
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I tried exporting with both flat shading and smooth shading from blender

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using fbx

cloud cobalt
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You should use the edge split modifier

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Tune it so that you have hard edges where desired

pseudo swift
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im doing cloth so I dont want any hard edges if that makes sense

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i just want a subdivided simple plane i can cloth paint

dark rune
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back after restart
is there a place i can check to see my VC redist stuff because it is still not working

pseudo swift
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I believe edge split is effectively doing the same thing as right clicking and setting smooth or flat shading

cloud cobalt
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I'm fairly sure it doesn't

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Edge split actually separates faces physically

pseudo swift
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im trying with edge split now to compare

cloud cobalt
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It definitely won't look like that with it

pseudo swift
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I still get the weird shadows / stripes

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maybe its a scaling issue

dark rune
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How do you check if VC Redist is installed and running

next badger
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Allar's guide is quite official...here

upper quartz
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hey, is there any setting can make the shadow harder/sharper/?

next badger
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@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

dark rune
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@next badger um alright then i think its correct

swift hearth
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Can someone help me with some, probably basic, unreal stuff?

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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.

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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

deep saddle
cloud cobalt
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You should be using source control software to prevent any loss of work

brittle adder
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you setup the character under the world settings tab. game mode section

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you can choose to start where your camera is like Pawel said

pseudo swift
swift hearth
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@deep saddle that works, though for some reason the player start I drag in is invisible, no capsule around it

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@cloud cobalt @brittle adder thanks, I'll look into that

deep saddle
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maybe you are in Game View (shortcut: G when focused on viewport)

next badger
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@pseudo swift it's my assumption, but you may try contact shadows

vale silo
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@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.

Unreal Engine

How Force Field Entertainment used Unreal Engine to optimize VR game Time Stall for the Oculus Quest.

swift hearth
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@deep saddle yup, that was it. Thanks

vale silo
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btw, what happened to Kalvothe ?

pseudo swift
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@next badger what is your assumption?

next badger
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to use contact shadows

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they should work better on this kind of surface

pseudo swift
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the problem seems to be with the shading/smoothing/edges

hot thistle
#

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

next badger
#

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

pseudo swift
#

will give it a shot

#

this is a blender q but what would u select ?

plush yew
#

first off make sure you set the shading to smooth in blender by pressing uhh W I think

#

then export with edge

deep saddle
swift hearth
#

@deep saddle I'll check those out, thanks

light coyote
#

@pseudo swift I gess you have checked already, but does your UV mapping look ok ?

pseudo swift
#

yea uvs are ok

next badger
#

@pseudo swift normals only is the default and the proper one afaik

#

the issue is import in ue4

pseudo swift
#

this is soo strange

next badger
pseudo swift
#

yea thanks Idid

light coyote
#

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

pseudo swift
#

uuhhhh

#

you might have fixed it

#

lol wait wtf

light coyote
#

What is it doing? Im curious now

runic iron
#

Does any anyone know what time does the free marketplace content update usually ?

cloud cobalt
#

You'll get an email

plush yew
#

it's usually pretty late

#

you should probably expect it in like 5-8 hours

vale silo
#

Epic time

runic iron
#

Ok thanks !

vale silo
#

it's been released

pseudo swift
#

@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

radiant haven
#

the free addon atm "Interactive Lights System" its just a off on switch system with some custom lights?

light coyote
#

@pseudo swift Clear smoothing groups, and make it be just one,,, that geometry is only one

pseudo swift
#

its working so its all good

serene birch
#

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

fierce tulip
#

there is also a permanently free filter

serene birch
#

yeah but

#

it doesn't show the "diff" πŸ˜„

#

(unless you already bought EVERYTHING religiously)

fierce tulip
#

ah

tired oracle
#

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?

fierce tulip
grim ore
#

oh.. the ocean floor environment looks soooo neato

warped tangle
#

I'm liking the content of the month this month, looking good

abstract relic
#

You’re starting to get into spam territory

dark rune
#

ok apologies @abstract relic

thorn topaz
#

Is there a way to keep the editor from building textures/meshes when opening?

normal burrow
#

when opening?

thorn topaz
#

When I open the editor

#

i sit at 73% for about 10 minutes while it builds all textures and meshes

normal burrow
#

have it not open to your map

thorn topaz
#

it doesn't

normal burrow
#

ten minutes every time for chair map?

thorn topaz
#

ten minutes every time for no map

grim ore
#

just opening the editor?

thorn topaz
#

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)
grim ore
#

so no project? which template

thorn topaz
#

what do you mean no project?

grim ore
#

well this is you launching the editor and creating a new project, or is this one already with items in it?

thorn topaz
#

opening an existing project

#

and it seems to be loading every single texture

grim ore
#

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

thorn topaz
#

right but it shouldn't do it every time i open the editor

grim ore
#

correct unless you disabled the DDC or changed it or it's corrupted

unreal ice
#

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.

thorn topaz
#

only DDC setting I see is "Generate DDC data in background for desired launch on platform"

grim ore
#

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

thorn topaz
#

how would i check to see if it's corrupted?

normal burrow
#

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

thorn topaz
#

I deleted it so we'll see what happens

grim ore
#

and actually at 73% it might not even be the DDC, thats normally 83%

normal burrow
#

lol these numbers ever change?

grim ore
#

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

normal burrow
#

ye i know 45 well.

#

didn't think they actually stuck to numbers between each version but thats smart

thorn topaz
#

yea it's hitched at 45 right now so it seems it was using the DDC

normal burrow
#

it would be nice if a description were under the progress bar lol

#

you have antivirus? believe matheww could be on to something here.

thorn topaz
#

yea

#

It's only an issue on this project, not others

normal burrow
#

we'll see if it boots any different in 10 minutes

#

or 15 cause of shaders lol

thorn topaz
#

probably closer to 20 lol

grim ore
#

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 😦

thorn topaz
#

76GB, not quite 200 πŸ˜„

grim ore
#

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?

thorn topaz
#

m.2

normal burrow
#

i doubt the size matters as much as the content

#

if you've got many a small files thats probably as bad

thorn topaz
#

I guess I don't understand why it would have to build every texture in the project

#

until they're used

normal burrow
#

would go out on a limb and say it shouldn't

grim ore
#

well those logs say it's building thumbnails and I would assume that should be cached as well... weird

normal burrow
#

do you have a lot of static asset references in the code?

#

class default objects loading files etc?

#

er assets, objects

thorn topaz
#

even then, why build them until you need to display them?

grim ore
#

but then again that is a small part of the log, we don't actually know if that's the hitch

thorn topaz
#

no

normal burrow
#

yes we are all guessing mostly

grim ore
#

they want your engine to be responsive is why they cache everything that can be cached

normal burrow
#

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?

thorn topaz
#

a lot haha

normal burrow
#

perhaps if you went to these files and just saved them

thorn topaz
#

I think it started around 4.15

normal burrow
#

it might be doing some conversion to not adjust source control, which is something i've ran into before with maps

thorn topaz
#

I don't even know how you would begin to resave ever asset

grim ore
#

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++

normal burrow
#

i tend to think you've got some code reference to an object that references all these textures

#

if thats the case, with c++

thorn topaz
#

that makes sense but without loading a map, that shouldn't matter right?

normal burrow
#

it shouldn't stall, but maybe thats why its doing anything with textures and upconversion at 73

thorn topaz
#

i mean it's not stalling, the 73% part just takes forever

normal burrow
#

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

tired oracle
#

try loading it in another engine version

thorn topaz
#

easier said than done. we have quite a bit of custom engine code

grim ore
#

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 😦

tiny coyote
#

is it just me or is the navmesh ai think in ue4 broken af?

grim ore
#

it's just you

tiny coyote
#

But sometimes it works, sometimes not without changing something

#

maybe moving some objects but after resetting the navmesh is broken (build navmesh of curse)

normal burrow
#

ye but game mode can hold references to textures and materials and pawns and etc

thorn topaz
#

38k shaders to go πŸ˜„

#

86% now

#

editor is open now

#

so 23 minutes to open

grim ore
#

yes but how long if you close it and reopen it now πŸ˜‰

thorn topaz
#

well i'm gonna wait for the 34k shaders to compile then try πŸ˜„

grim ore
#

try without it compiling, it would be worst case scenario with just the editor stuff having to reload

thorn topaz
#

ok so it seems the main things that are taking forever is pieces of clothing for our character customisation

dim plover
#

Are you hard referencing them?

thorn topaz
#

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

dim plover
#

Sounds like an easy fix, then. However, still don't know why they would need to be rebuilt every open.

thorn topaz
#

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

viral fractal
#

anything special i need to know for unreal on linux ?

grim ore
#

Don't run it on a Chromebook?

viral fractal
#

whats a chromebook

normal burrow
#

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

thorn topaz
#

I'll try that once the editor is open

viral fractal
#

the package in the AUR seems to be broken, so i have to build it myself ?

thorn topaz
#

switching the pointers in the struct to soft points should fix the issue then right?

normal burrow
#

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

thorn topaz
#

i guess i could just delete the structs and see if it still takes forever to open lol

normal burrow
#

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

thorn topaz
#

I'm not sure I know what you mean

normal burrow
#

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

light thunder
#

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?

normal burrow
#

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.

dim plover
#

It would also flush your async loading requests.

thorn topaz
#

right now there's a struct that has Clothing Name, Mesh, Material sentially

#

essentially*

#

the mesh and material are hard references

normal burrow
#

you don't have much option for struct then

thorn topaz
#

Yea I think it's a bad system lol

#

I'm not sure who thought it would be a good idea

normal burrow
#

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

dim plover
#

I don't think it's a particularly hard or even time consuming fix.

thorn topaz
#

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?

dim plover
#

Yeah.

thorn topaz
#

I agree, the implementation will take no time, it's repopulating the data lol

dim plover
#

Oh, rip you. That's my biggest fear.

normal burrow
#

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

dim plover
#

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.

thorn topaz
#

I think i'll just delete the structs first to see if that's what is causing the issue

normal burrow
#

async is tough to use sometimes. but sync load is easy, just horrible

thorn topaz
#

so it took 16 minutes to open that tiome

normal burrow
#

i'd be interested to hear if that does anything dirtsleeper

#

the serialization might still wake the objects, but have no idea

grim ore
#

man... it's real conversation time here in the channel this is great πŸ™‚

thorn topaz
#

anyone used -NoLoadStartupPackages command?

normal burrow
#

i've not

thorn topaz
#

how do you add command line arguments when launching from VS?

normal burrow
#

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

thorn topaz
#

ok thanks

next badger
#

Is it possible to save Per Instance actor settings to it's default class settings?

normal burrow
#

for blueprint classes yea (i think)

#

probably not for native class instances, unless theres a layer of overrides i don't know of

thorn topaz
#

ok moment of truth, i cleared out all the structs

#

9 minutes

#

so next try is resaving all the textures

#

12266

plush yew
#

i would create lovable game if i had more time

normal burrow
#

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

thorn topaz
#

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

normal burrow
#

wouldn't surprise me, these are just ideas i'm offering to help

thorn topaz
#

i appreciate it πŸ˜„

light thunder
#

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?

fierce tulip
#

@bright kraken can you stop posting the same message over and over? thanks.

bright kraken
#

@fierce tulip Hi! Am I violate rule β„–7 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?

fierce tulip
#

hmm, cant argue with that

bright kraken
#

No worries πŸ™‚

fierce tulip
#

though in this specific case you might be better off asking on the forums.

thorn topaz
#

@normal burrow ok, resaved all textures and materials

fierce tulip
#

its such a niche thing that the odds off finding someone here is really small

thorn topaz
#

@normal burrow still building textures

bright kraken
#

@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.

normal burrow
#

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

thorn topaz
#

i think it's better though

normal burrow
#

ah maybe that was part of it then

thorn topaz
#

yea defeinitely

#

definitely*

#

4minutes that time

normal burrow
#

thats good because if you went to async, that penalty would have hit you at runtime

#

er in editor anyways, runtime in pie

thorn topaz
#

yea but i mean say there are 200 pieces of customization, you're only loading ~5 at a time instead of loading all 200

dull mango
#

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

normal burrow
#

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

fierce tulip
#

@dull mango windows is always installed. without it no workey :p

dull mango
#

Alright cool. Thanks!

fierce tulip
#

have fun!

dull mango
#

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.

fierce tulip
#

@dull mango its generally for coders

thorn topaz
#

@normal burrow so why is it that these BP are trying to load the meshes and stuff when the editor is opening?

fierce tulip
#

generally you dont need it unless you are doing many crashy things.

dull mango
#

It's 20.36 GBs hot damn.

fierce tulip
#

yuuup

grim ore
#

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

fierce tulip
#

^

dull mango
#

That's what I thought, but I'm puzzled by the size.

grim ore
#

if you are using C++ you will have that anywhoo when you make source

manic pawn
#

note: the editor will crash regardless of whether you plan on doing that

fierce tulip
#

XD

grim ore
#

debug symbols are ridiculously large 😦

fierce tulip
#

whats in that package actually? I never needed it so no clue why its so large

dull mango
#

Symbols

manic pawn
#

its just the pdb files

#

so there's like millions of huge symbols from all kinds of templates

fierce tulip
#

when I read symbol I think of tiny icons

copper wing
#

hi, i have a question to ask

dull mango
#

I thought so too

fierce tulip
#

artist :p

grim ore
#

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

copper wing
#

not sure if this is the right channel

manic pawn
#

symbols are things like function and class names

fierce tulip
#

ahhh

#

@copper wing ask away, we can always tell you where to go

manic pawn
#

and line number offsets etc are also in the pdb files

grim ore
#

"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)"

fierce tulip
#

right

#

that makes much more sense than me imagining giant apple and dragon icon images.

copper wing
#

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

grim ore
#

I am afraid of what Fear is going to ask us.....

fierce tulip
#

do not fear, superman is here

copper wing
#

lol why be afraid?

fierce tulip
#

anyways, #blueprint generally unless Matthew has some pointers

copper wing
#

ok

grim ore
#

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 😦

copper wing
#

yea the concept behind it, i would like to know

#

i mmaking a game

dull mango
#

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.

grim ore
#

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

fierce tulip
#

learning tab perhaps, but any beginner tutorial thats within your interest should help @dull mango

#

just have fun and goof about as well

grim ore
copper wing
#

hmm ok thanks

dull mango
#

Sweet thanks :)

grim ore
#

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

plush yew
#

LOL

#

true Matthew

copper wing
#

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.

grim ore
#

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

copper wing
#

this spring semester im taking intro to game development

fierce tulip
#

going over my old 4 element pack materials.

#

jfc what was I thinking back then

winged crypt
#

Has anyone encountered this bug before? I ended up with 2 identically named categories that I can't undo lol

grim ore
#

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

plush yew
#

Hello!

copper wing
#

hi

grim ore
#

I wonder if we have a relatively new sequencer example project, isnt infiltrator and boy and a kite matinee?

livid haven
#

@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.

copper wing
#

yea @grim ore

livid haven
#

In this case, symbols is referring to symbols in that sense that F is a symbol in the equation F = MA.

grim ore
#

someone needs to remake infiltrator in sequencer now that matinee is going away in .24 πŸ™‚

livid haven
#

They symbolic/representative of something else.

pulsar kraken
#

what the best way to a steam game? I can't open two steam clients...?

fierce tulip
#

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)

copper wing
#

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

livid haven
#

Just passed by and figured I'd explain the symbol part of it. Symbol as in symbolic, not as in an image.

copper wing
#

like for example, from one level to another

fierce tulip
#

gotcha, and thanks :)

#

<_< still be funny if it was 23gb of tiny cat images.

normal burrow
#

@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

thorn topaz
#

@normal burrow ok thanks

plush yew
#

What do you recommend to start in ue4?

thorn topaz
#

download some of the templates and see how the engine works

#

follow along with tutorials

#

add additional features to the templates or tutorials

plush yew
#

Thank you

grim ore
#

Epic created a website and training just to answer that question lol

fierce tulip
#

which according to Allar's recent questionnaire.. nobody knows about :p

grim ore
#

they know, they just don't know what it's called πŸ˜›

#

maybe if Epic had kept the subscription to the engine we could have financed more ads showcasing the learning site

lapis vine
#

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?

grim ore
#

is this any site or the learn site?

plush yew
#

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

swift hearth
#

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 🀦

grim ore
#

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

swift hearth
#

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)

lapis vine
#

@grim ore the learning site. The forum one is another beer.

grim ore
#

@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

lapis vine
#

You have an oracle orb?

grim ore
#

@swift hearth click on the sequence actor in the outliner and enable loop and auto play and it should do what you want?

lapis vine
#

I do have points

grim ore
#

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

wicked sparrow
#

Anyone else having trouble accessing the UE forums? Getting into a "Login Redirect" loop right now

dim dragon
#

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.

grim ore
#

yep you need to nuke your cookies for the forums or go in incognito, it's..... bugged right now @wicked sparrow

wicked sparrow
#

Thanks!

lapis vine
#

... honestly, i would recommend that error message to include your workaround. Thanks again.

swift hearth
#

@grim ore oh wow lol, don't even need to mess with the blueprints then. Well I feel dumb xD

#

Thanks

grim ore
#

sequencer has a ton more options than matinee πŸ™‚

#

@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....

lapis vine
#

It's weird, yeah. But software is like that.

plush yew
#

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

warped tangle
#

did you put down a playerstart or a instance of the pawn/character?

plush yew
#

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.

warped tangle
#

odd, not sure

plush yew
#

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.

fierce tulip
#

@grim ore any idea what kind of info customized UV's has when nothing is plugged in?

#

Ill ask in graphics.

grim ore
#

@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?

plush yew
#

@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.

grim ore
#

@plush yew what part of this is not working? what should it be doing and what is it doing? did you try debugging?

plush yew
#

i got it i accidently didnt link something

grim ore
#

@plush yew can you look around and fire? are you using the play in editor? if so did you try play in new window?

plush yew
#

Yes to all.

mystic oar
#

@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

plush yew
#

@mystic oar yup, tried it.

grim ore
#

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

mystic oar
#

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?

plush yew
#

When I get "stuck" the character is actually moving still but very very slowly.

#

It still does the walking animation when I'm stuck.

mystic oar
#

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.

plush yew
#

Yeah, tried it.

#

Verifying the engine right now to see if anything pops up.

lime gull
#

How hard is it to add a saving function?

fierce tulip
#

save what?

lime gull
#

Everything

#

The game

#

Your progress

grim ore
#

from easy to hard based on your game and what is considered progress

plush yew
#

i cant get get the ammo to work after reloading more then once after its out of ammo

worn granite
lime gull
#

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

fierce tulip
#

lol

worn granite
#

gonna go with moderate difficulty

polar hawk
#

show me any task and I'll show you how to do it the harder way

mystic oar
#

@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.

fierce tulip
#

there was a good thread about saving game on twitter

#

and how ffin hard it is

polar hawk
#

not if you're the source engine

#

leaves

mystic oar
#

@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. :)

fierce tulip
#

@lime gull

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

mystic oar
#

@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.

fierce tulip
#

nm, random keybashing solved it

mystic oar
#

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.

lime gull
#

So what im getting from all this is I make a game that if you dont play in one go, you lose all data

mystic oar
#

Why do you think Roguelikes are so popular among indies? :D

lime gull
#

Because that's a lot of work for 1 guy (

fierce tulip
#

yuuuup

#

welcome to gamedev :p

mystic oar
#

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.

fierce tulip
#

where everything is hard, and the easy things are hard, and the things you do daily break for no good reason :p

lime gull
#

Ill start off with saving and loading player location I suppose

fierce tulip
#

you'll manage!

mystic oar
#

Don't forget that the consumer does not appreciate your work.

worn granite
#

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.

mystic oar
#

True, @worn granite . Edge cases take up way too much time.

worn granite
#

It can be daunting, or it can be tedious. Mostly depending on how smooth you set it up to be.

mystic oar
#

@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".

slim ice
#

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.

lime gull
#

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 )

fierce tulip
#

thats more than some people can say

#

thats more than most people can say

mystic oar
#

That's great, @lime gull !

lime gull
#

Im thinking thisll be a project I occasionally come back to over the course of a year

Or a few

thorn topaz
#

Is there a way to checkout files other than right clicking the asset?

mystic oar
#

@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.

polar hawk
#

the CVR works great for the editor last i used it

slim ice
#

@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?

polar hawk
#

lmao I googled it for you and the first result I got is my blog

#

so theres a good chance its fucked

slim ice
#

Heh. I believe that's one of the references I found πŸ™‚

#

Would be nice for QA, once they found a repro case, to automatically be able to give us a vid.\

mystic oar
#

@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.

slim ice
#

I've worked in Renderware, 2 in-house custom engines, and UE4. I'm finding UE4 to be pretty nifty πŸ™‚

polar hawk
#

yeah thats what my blog do

#

yeah its fucked, its gone lmao

#

shame, it was nice

slim ice
#

Doh. Thanks for checking!

thorn topaz
#

@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

#

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

polar hawk
#

oh hey

#

your shits huge

normal burrow
#

lol πŸ˜‚

thorn topaz
#

yea i need to make it bigger

normal burrow
#

you should look at references to any given asset in your project dirt sleeper

thorn topaz
#

i just managed to see that as the messages were scrolling by

normal burrow
#

tend to think everything meets at a point in game mode

thorn topaz
#

probablyt

polar hawk
#

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

normal burrow
#

profiling lambdas?

polar hawk
#

no im just writing a timer

#

and i can't remember how

#

as usual

thorn topaz
#

what like?

GetWorldTimerManager.SetTimer(Handle, FTimerDelegate::CreateLambda())
normal burrow
#

timers are always complicated but easy to screw up

polar hawk
#

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

normal burrow
#

i like how you debug your disposition allar

thorn topaz
#

not that i've seen

normal burrow
#

this is the right thing to do.

thorn topaz
#

i always do

FTimerHandle th;
SetTimer(th, ...);
polar hawk
#

yeah but I don't want to

thorn topaz
#

yea I hate that syntax

normal burrow
#

is the handle like, "if i destruct then forget about the event"? unfamiliar with this api

thorn topaz
#

the handle is how you access the timer

polar hawk
#

its literally an int that represents the timers id

#

so you can fuck with it later

thorn topaz
#

so you would do something like GetWorldTimerManager().ClearTimer(MyHandle)

polar hawk
#

but what if you don't wanna fuck with it later

#

too bad

normal burrow
#

you have to do something with it?

thorn topaz
#

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 πŸ˜›

polar hawk
#

you know what

#

that is future stream content maybe

#

RIVETING

thorn topaz
#

lol

#

just make sure to shout me out πŸ˜‰

polar hawk
#

imma be real with you

#

in about an hour I'll probably forget this ever happened

thorn topaz
#

sounds about right

normal burrow
#

lol

polar hawk
#

otherwise I wouldn't have this issue writing timers

normal burrow
#

its always possible, an hour from now, we could still be talking about it

#

i wouldn't underestimate a timer

polar hawk
#

me rn auto reset = FTimerDelegate::CreateLambda([this]() {

normal burrow
#

i need to understand the standard procedures for arguments and lambda arguments. value/reference arguments after the lambda or before?

polar hawk
#

man

#

im just typing in words and hitting compile

normal burrow
#

yea, progress is progress

sly coyote
#

A handleless timer sounds like a nightmare to debug in a game that has more than one timer used anywhere else

polar hawk
#

you know what else is a nightmare

#

game development

thorn topaz
#

tru

worn granite
#

Allar. CreateWeakLambda.

#

bit more syntax, but less than manually doing a ThisAsWeak tempvar to then capture

polar hawk
#

of course you'd know about some new 4.21 lambda syntax

sly coyote
#

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"...

polar hawk
#

also, thanks @worn granite thats sick

thorn topaz
#

wait, what's the benefit of weak lambda?

polar hawk
#

i don't have to do a this != nullptr check

thorn topaz
#

ah

polar hawk
#

but it takes in any uobject apparently so whether its this or world or blah

pulsar kraken
#

What would be the issue when moving around in a map that it disappears until i move closer? What setting?

polar hawk
#

multiplayer?

pulsar kraken
#

its just a landscape atm

polar hawk
#

draw distance?

thorn topaz
#

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"

pulsar kraken
#

it doesn't render until the camera moves close to it. Have a 2080 TI so its a setting for sure..

thorn topaz
#

that is not the correct path to the project but I'm not sure how to fix the path

normal burrow
#

@spice scarab was having a similar landscape issue gotcha

dim plover
#

Since you guys were mentioning timers earlier, have you ever considered using Delays? πŸ˜‚
VS also crashed while looking at Delay. God damn it.

thorn topaz
#

/cry

pulsar kraken
#

thinking maybe i scaled the map too big

thorn topaz
#

@dim plover it's a sign

pulsar kraken
#

nope its not that.

dim plover
#

But actually, do you think there is less overhead in using Delay vs Timers? Or (slight) better performance, etc?

polar hawk
#

a delay is an expensive timer

#

and by expensive i mean don't worry about it

thorn topaz
#

well, 1gb still wasn't big enough for DDC

normal burrow
#

lol

thorn topaz
#

trying 2gb now πŸ˜„

regal ice
#

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!

thorn topaz
#

I think sequencer is what you want to look into

worn granite
#

@polar hawk np

#

Also I don't think this != nullptr works if you just CreateLambda which captures this

polar hawk
worn granite
#

If my line of thinking is correct, it's basically just UMyDerivedObject* ThisPointerIsRaw; so gg if GC runs

regal ice
#

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

polar hawk
#

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

worn granite
#

Hrm. If I ever have time I should check my assumption then.

thorn topaz
#

@regal ice yes you should be able to do that

worn granite
#

Either way its sort of moot

regal ice
#

@thorn topaz hmm.... Must be buried in youtube or noone posted a vid on how to do it rip

thorn topaz
#

2gb still too small, time for 10gb

mild pulsar
#

r.OneFrameThreadLag

#

Are there any input lag tests with this?

thorn topaz
#

it's not letting me do 10gb 😦

normal burrow
#

prolly cuz tarray

#

sint32_max-1 or something?

thorn topaz
#

something like that

#

seems like max is 2gb

#

yep max is 2gb

#

fuck me

pulsar kraken
#

can anyone help with landscape rendering issue?

polar hawk
#

yo @worn granite dumb question

#

how the fuck do you invoke a weaklambda

worn granite
#

?

polar hawk
#

imagine auto reset = FTimerDelegate::CreateWeakLambda(this, [this]()

#

i want to invoke reset directly

pulsar kraken
worn granite
#

dunno off the top of my head

pulsar kraken
#

anyone know the reason why the landscape would not fully render?

worn granite
#

@polar hawk Maybe Execute() ? Like the other delegates.

polar hawk
#

looks like its Execute

#

aye

worn granite
#

Probably check if it's still bound later on

polar hawk
#

VAX has failed me in this situation

worn granite
#

Yeah delegates are annoying to navigate about.

polar hawk
#

im invoking it immediately after its initialized in the case that im invoking

worn granite
#

I see

polar hawk
#

if im not invoking it gets invoked later by the timer

#

basically if delay > 0 delay with timer manager, otherwise execute

worn granite
#

Aye makes sense.

honest rune
#

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

pulsar kraken
#

if anyone knows about landscaping... can you please DM me

open eagle
#

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

grim ore
#

what do you do on the trigger?

pliant yoke
#

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

open eagle
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?

copper flicker
#

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..

grim ore
#

is this in the browser or in the world changing instances?

copper flicker
#

I want the mesh itself to have a new material, after import

grim ore
#

sounds like the browser so about all you could do is trying to write some python or an editor widget if so

copper flicker
#

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

grim ore
#

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

copper flicker
#

alright.. thanks MW, I don't speak python nor c++ but I'll take a look

#

πŸ˜„

#

I guess one day I have to bite the bullet and start learning some python..

grim ore
#

they are extending alot of functionality to the editor utility system, it uses blueprints

copper flicker
#

oh... wait, so I can create a widget that has buttons that execute in editor.. and do things via BP commands?

grim ore
#

correct and access nodes that can work on items in the level and the assets in the browser, Editor Utility Widgets

copper flicker
#

wow!!!

#

this is friggin amazing!!

#

πŸ˜„

#

@grim ore thanks Mathew!!

open eagle
#

@grim ore what do you mean

grim ore
#

@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

open eagle
bitter iris
#

cant enter values at all :/

#

soons i hit enter it resets πŸ˜„

open eagle
#

@grim ore

honest rune
#

anyone have a list of the options that can be specified when running GenerateProjectFiles.bat for engine source?

young rose
#

nice ping

warped tangle
#

@bitter iris Compile, then change it

bitter iris
#

I did doesnt work

open eagle
#

@grim ore both are calling it

#

I'm not sure why

grim ore
#

the player on the server is calling it and the player on your client is calling it, that makes sense

open eagle
#

no

#

that was with dedicated server

grim ore
#

yes, your server has a copy of all items spawned on it

honest rune
#

like -exclude flags etc

grim ore
#

otherwise how does your server know what is going on?

open eagle
#

what should I do\

grim ore
#

and this is where the first issue always comes up when people do MP and don't start with dedicated 😦

honest rune
#

I see the exclude flags for excluding specific platforms and for specifying vs project file versions but I know I'm missing others