#ue4-general
1 messages Β· Page 568 of 1
hm i need to look into that too, material parameter collections
@abstract relic Thanks a bunch. I fear I am balls deep into a big BP and doing most things incredibly wrong.
cough Fish pat cough
material fish collections?
More fish for your fish needs
This all smells a bit fishy π
I swear set scalar parameter value on materials wasnt there yesterday
Hair and Fur Rendering and Simulation (Experimental).Β We have experimental support for hair rendering and simulation. In 4.24, youβll be able to import your Alembic (.abc) groom from an external DCC application, create and setup your hair using the Groom component in UE4, Author and Edit your Material in UE4, and use Niagara to set up hair physics with some adjustable settings. should I get my hopes up?
@crude vessel it depends, what are your hopes?
Yeah. .currently working on a character that would benefit from a fur effect, I was gonna mess with gfur fur shell shader but not having a ton of luck
And.the Nvidia solution seems like I need maya
I use blender, sad.
This is still very much experimental stuff so I wouldn't advise it for productions yet (plus it's a bit involved to set up with exporting grooms in the correct format using scripts) but it's definitely the intention to have a proper native hair and fur system in engine and this is step 1
is it something that could be used on the environment mrhibbitts? like static meshes and grass / pollen?
Well I'm still at the goofing around stage
the amusing part for me was reading thru all the commits I saw hair and groom and I was assuming some new demo scene with a marriage theme lol
The issue I have with fur cards is I can't think of a good way to integrate that method with my goal of modular and adjustable fur color patterns. So something which can inherent it's base color from a base texture like fur shells or particle fur, would do what I need.
Honestly not to sure environment wise sorry, I'm only vaguely aware of the work they're doing on it.
The examples I've seen from it though look super promising. For example it's not just cards any more, you can do proper strand based hair
So even if it's experimental, that's fine for my needs because everything I'm doing is just for internal testing anyway.
Hell, I'd be fine with cards if they could inherent their root color from the base texture.
But trying to match fur card color with the base texture sounds like a nightmare
does strand based hair mean you get like 1 million polygons
All the examples I see are bespoke
I dunno, I know that's how blender does it's particle fur
Which looks great but not great performance wise.
hmm yea mrhibbitts, cool to hear about it. would love some fuzzy coral
I'd love something where I could set up particle fur in blender and bake it down for realtime
But I'm sick of Maya only plugins
Sorry I can't afford to pay into Autodesk ransomware
is it really maya only buster? i think a lot of the apex stuff can be done in editor now?
er not apex anymore.. nvcloth, for hair cards rather
The fur plugin for Nvidia didn't seem to look like it was comparable with blender
I couldn't see any documentation or info that would work otherwise.
I'd be happy to be wrong
Looks like the hair stuff is a separate component and you can just attach it to any mesh socket
But having something that's video card agnostic would be good?
ah so skeletal only?
whoo hairy sockets!
static meshes can have sockets so static meshes are fine
Anyone here know if there is a way to have a mesh adopt a tint from a parent mesh? I was thinking that would work
oh right, neato
I can't stop imagining having a hat that is just hyper realistic hair for no reason
what we need is this hair system built into the engine so we don't need 3rd party programs. Allow us to place hair like we do foliage lol
I have a system in mind of doing a gradient map for the base color, and using a level adjustment to set the breakpoint and hardness
And maybe combining that with another mask
Honestly not sure if that's the plan but there's definitely a push to allow more things to be done without a separate DCC (like the new geometry tools) so I wouldn't be surprised if eventually it's all in engine, or at the least doesn't REQUIRE a separate DCC, but could leverage one if desired
I want to make a fur patterns which is generated so not to be identical to any other (to some degree)
So inherently the issue with fur cards would be getting the base color to match up with them
i like the way this plan sounds
The only thing I could think of would be extrusion of the base mesh (2D UV overlap) and do a second UV for the alpha channel
But that sounds like a nightmare
And ugly
So I might just go with fur shells until ue4 offers a better offer
But I have a prototype gradient map I hand painted in substance painter and it's promising
I just hope the material performance isn't too bad in practice
Although looking at Paragon material nodes, holy shit
Now I don't feel so bad about what I wanted to do.
(would recommend not looking directly at material code for too long)
finally a proper sonic game possible with 4.24
have you heard of ... cats (the movie)?
I want to do that
If one of you does not make that I will be very disappointed with this server
game jam inc
gib me license to sonic, you won't regret it
I wanted to make a game in which you run around and parkour, but randomly ragdoll and fall down or fall off ledges
I'll make a Sonic knockoff to avoid lawsuits
sonic knockoff? what is that
Hyper the Honey badger
Ruin you childhood themed game jam.
Whoever can make the most mentally scarring recreation of something from their childhood wins
lucky the fox?
Space fox mcgeee
inb4 pfist makes a dedicated #furries channel
But that fox needs a creepy human mouth
Hard mode for the childhood ruining is no NSFW though
Hahah
what is "XR"?
i feel like conkers could do it again
the new project template setting is confusing
"choose if XR is enabled for this project or not"
Anyway super excited if ue4 lets me do proper fur and doesn't require maya
XR = AR / VR / MR / Any other R they come up with
xD
ridge racer
OpenXR was picked for the multiplatform API for all AR/VR stuff π
I have an optimization problem I need help with
My game has a number of stutters in it. Profiling with the UE4 profiler shows that a number of these stutters are when, for a single frame, a random light takes a long time to render its shadows. "A long time" can be anything from 10ms to 200ms, depending on factors I haven't been able to identify. This time is spent in the Render thread; the Game thread and GPU would be perfectly happy except for the Render thread stuttering
I suspect that the problem isn't the lights themselves. I've tried deleting the lights but I still saw the same stutters. I suspect there's something about the light having to wait for mesh data to get streamed in or something, but I don't know how to confirm/deny that theory
Has anyone run into similar issues where the profiler reports that rendering shadows for random lights takes far too long? How can I confirm/deny my theory, and are there better explanations that I'm not thinking about?
@brisk obsidian make a very adorable game where peppa dies (horribly) in the end of a incurable condition.
That's the spirit! I'll have to talk to our community team about what we can do for the next unreal game jam ;P
XD
Well, that does sound like a nice theme for Spring.
Amanda going "Oh no.. No.... no... Noooo!.. I mean.. what the.. no!"
cries in platformer
did you get through them all allar?
more then anyone else i imagine
dang you got through every entry in the last one?
But at least most of his suffering was put on video for the crowd's amusement. Are you not entertained?
no, not the last one
word, it was a lot still
i haven't been sitting through all of them in a long while
I'll sometimes low-key stream some of the entries though
hey anybody has any idea
why if I connect at the end of both streams a print
only the not valid seems to print
but the code on top seems to be executed
it just doesn't register some stuff
like print
only the true gets executed
the print
but if I click the Widget
the false gets printed too
its a pretty weird behavior
example here
"different"
compiling alien shaders
Found this poking around in 4.24 preview 1. π
Anyone have any ideas on what may be causing this particular error stack?
haha, its a long loop of LinkerLoad.LoadPackageInternal that eventually crashes on some random file with a stack overflow...then if I remove that file, it crashes on a different file...and so on forever lol. not sure how to figure out issue...happened after updating to 4.22 or 4.23
ok got the default atom light values to work but had to "upgrade" auto exposure in the project settings :D
option "Extend default luminance range in Auto Exposure Settings"
guys wichs good, unity or unreal engine?
is it normal for shaders to compile much slower with forward renderer? Seems to take forever compared to deferred render projects
they are probably more complex
a forward renderer shader combines the code to compute the material parameters, with the code to compute the lighting on it
in deferred, the lighting part is a single shader you reuse for all
this is a bit of a long shot, but im trying to improve this puddle painting. The instructions I was following was using the alpha channel for the vertex color, but that does not work for me. Therefore I am using the blue channel. I would like the fade / the edges / opacity of the puddles to vary more, having some spots being very wet, and some less so, right now im not sure my strength of my brush is working properly, any tips appreciated!
Forward shaders are way more complex indeed
hey guys im having an issue here with a project of mine - essentially i have a level that i've always used and it's never caused any problems but i've had to create a duplicate for it for reasons i cant bother to explain but we need to have a duplicate - and for some reason - a specific head model material (that worked on the original level before mind you) crashes unreal every time it's put into the level and the Lit option on lighting is turned on.
tried making another duplicate, tried turning it off and on again, tried changing the material on the head to something unrelated (and it works then) but that specific material just doesnt want to work for some reason
weirdest part is that the material works ABSOLUTELY FINE on every other level
im not sure if it wants to be a material issue or a level issue cause it feels like it's also both and also just one at the same time
thanks ok
How much of a pita would it be to allow people to put mp3 in a folder and have the game read them and play them on an in game radio?
it looks like it might not be that hard? https://youtu.be/Fyh2h6QIWOY but I dont think you can query paths in Blueprints so getting contents of a folder will be an issue
It probably wouldn't be workable to have to have people input a file name in game manually hehe
when chaos destruction out of beta ?
my vault cache seems to be split in two places, any way to move existing stuff?
just tried manually moving them into one, hopefully that doesn't break
So, what's the scoop on this new modeling mode? (I'm still downloading the preview)
Are there any blueprints to go with it for any programmatic fun stuff?
the roadmap state the 4.24
is there any way to create a "Groom Asset" or does it NEED to be imported via Alembic?
I suppose you would need another partner, maybe try a dating site
On a serious note. Never heard of that.
π
It's part of the new "Hair and Fur Rendering" features in 4.24
Ah, that's why
I mean, you're being presumptuous that anyone would know π
As it literally just came out today π
But, when you right click in folder
There might be a staff member around or someone with inside information
Does something come up?
No.
99% sure it is imported as the notes say
and the other 1% is sure as well
I guess you could use one of the example ones once .24 final comes out
I was worried about that, hair grooming isn't something I've ever done so was hoping to just be able to create some default crap so I could see how it looked
I'm too impatient for that π
Does it automatically do all the physics?
its because the "groom" itself is an asset type, like targa or fbx
Ohhh, that's a new one
@grim ore where can I find more info on this/
Google isn't being helpful
XGD?
I only know about it from the github commits. its an alembic exported file
looks like a few programs can do it, houdini and maya from a quick search
what did you search?
my googlefu is fail
but think I found something https://www.sidefx.com/docs/houdini/fur/index.html
literally alembic groom
okay, so it's not that "groom" is an asset/file type
it's just an Alembic (cache?) file type
Anyway, interesting stuff.
groom is just a name given to something which describes how your hair is set up and styled. Everyone stores this data slightly differently and I am unsure what format our new stuff uses. I know they're working on docs for this but I'm unsure what the release timings are on that
Followed steam tutorial.. any idea why the second client cant move/ looks froze... any common problem? connects fine
@silk finch what do you mean with post process volume?
When you're a solo dev but you say "we" to sound more legit.
https://www.instagram.com/p/B4e9pa6Budx/?igshid=1536xs0mdo06y
36.7k Likes, 935 Comments - Designers Humor (@designershumor) on Instagram: β* we are an award winning design studio *β£ β£-β£ β£β’β£ β£β’β£ β£β’β£ β£β’β£ β£β’β£ β£#designershumor #meme #comedyβ¦β
Messing around with #UE4 4.24 Preview
Screen-Space Global Illumination is cool
but it is screen space...
So it isn't really global anymore,
is it https://t.co/tumomhZwRS
@orchid sable i think @safe rose solved this issue with serialization before
FU...YES! FINALLY!
I'm so annoyed.
Also i find this Ironic
I had a typo in my folder name, I have a letter accidentally upper case.. and I can't change it to lowercase π¦
you need to change it to another name, than change it back with proper case
fix redirectors if content inside
hehe, yeah I guess so. π Thanks.
Is that me or UI became more FLAT?
it is
my project was launching to android just fine. an then i added an event dispatcher in a blueprint and connected it to my level bp. an now i get this error when trying to launch. any ideas anyone?
yeah but what its saying is out of memory isnt something i've changed
cause you have no free memory left to allocate
could that be an android limitation?
0 clue, it's caused in SoundSubmix...but i'm not sure if it's the real cause...you may check how much actual ram you have free there
i deleted the event dispatcher an it launches again now
off-topic but does anyone know of any good discord servers geared towards helping others with math?
What would be the reason I see the upper BeginPlay message, but not the lower Received input message? Jump is space. I press space.
is there a way to change the parent class of a blueprint?
What would be the reason I get the upper "BeginPlay" message, but not the (lower) "Received input" message when I press jump? Space is jump, I press space. (Sorry it's a bit blurry.)
where is that event located?
make sure you have no other actors that can consume this event
is it early for preview 1 tho?
4.23 was released over two months ago
so feels like normal schedule?
How can I change the object that PlayerStart creates? Because on my Menu level I don't want it to be the ThirdPersonCharacter, but it keeps creating one anyway
Override gamemode, set in the drop down menu in the level editor, set it under maps and modes in project settings... any or all of those
Ok, thank you, I'll try that
the preview maybe 0lento?
how do you access those new modelling tools?
all good, turns out its a plugin you gotta enable
anyone know if you can specify another location for plugins?
i want to keep content 'plugins' on a network drive
because cross-syncing TB's of data is a horrible solution
is there a way to set a pawn to an animation blueprint?
what does 4.24 add ?
Anyone know how to use VaREST?
yeah
A tutorial I'm watching uses the Make Json BP object or whatever and puts two strings into it. But whenever I pull it up, it doesn't take input @kindred viper
hi, I would like to ask a little help: I ββwant to make a small door at the newspaper box, but ... this door is at an angle of 30 degrees and therefore it does not open as it should
Anyone tried the new sculpting yet?
is there a location to team up for DA JAM?
?
ahem, I meant an internet gathering system
the megajam is upon us and I was hoping there was some place where the participants could gather and chat
there is #game-jam-chat
^ I mean
can someone give a link to the Multiplayer Shootout project download?
I weirdly can't find it
multiplayer shootout?
Breaking down the Blueprint Multiplayer Showcase and how it was constructed.
@fierce tulip ohh so that's what that is
thx
has quite some neat content
btw is there a way to use blueprints to get one's steam name, steam avatar
nice i no longer have to use shitty tutorials
i suggest using the ue4 version mentioned in that tutorial, else it might not work.
and noooo clue, might wanna ask in #blueprint
alright, thx
:)
all good
looking at 4.24 new sky thing makes everything just white? am i doing something wrong or is it bugged or something?
did you check eye exposure in postproces?
the default sun has very strong lux
the defaut setting for eye exposure can't deal with that much light
there is a project option you can enable that "unlocks" the capabilities of the auto exposure settings
and then it should work correctly with all default values
oof, default UE4.23 with no plugins and all the normal compression settings enabled still comes to 90Mb
Binary only ?
I doubt they'll ever go much lower tbh
I've had them down to 20Mb in the past
How much of that is the executable ?
90MB is like 50 2.5" diskettes, what you are complaining for, lol
Wait, what's the rest of it then ?
that package be dumb shit like the 4k default post processing blur kernal textures etc
33Mb is libraries folder
3rd party includes are libsndfile, Ogg, PhysX3 and Vorbis
Ogg & PhysX3 are the main offenders, looking at it
kinda hard to avoid those
ogg is that big?
kinda weird
ah, this makes more sense
Windows 10 isn't giving me coherent numbers
wiztree it π
the whole folder is 33Mb, but only one of four is >1Mb, shit don't add up π
Hidden files ?
is it a thing for the loading of the Multiplayer Shootout project to be regularly stuck at 45%
Like its just not loading
45% seems to be the editor compiling essential shaders
shaders it can't even run without
is this like a first time startup thing
Yes
big blue is shipping exe
red is the pak
looks like the third blue is prerequisites, which should not be being included
clic on it?
click on it, what?
it's prerequisites, like I said
you have 3 .exe files in the bundle?
Prereqs is an UAT option
the root directory always has a ~170Kb exe in it, like a shortcut kinda deal
manifest says it has included APEX_Clothing & Legacy DLLs etc, which seems totally unnecessary by default
huh, pastebin looks like it's blocked by the firewall
0bin is a client-side-encrypted
pastebin featuring burn after reading, an history and
a clipboard
this might work instead
Yeah
You have me wondering - is UE4PrereqSetup_x86 ever launched by the shortcut executable ?
I thought it was but then I have Steam installing the VS redist and the DX redist so what would it even install
yeah, and it's disabled in this project
I'd check the plugins, but even the plugin plugin is disabled π
Sounds like the PX package has a monolithic "copy every single library"
wonder if it's safe to just delete the files outright
I mean, if nothing is actually using them
dunno if that's the case, just going to delete the files and run it
FWIW, the prereqs installer shouldn't be added if you don't pass -prereqs to UAT
yeah, just spotted that setting, shouldn't be included next run
hmm, looks like it didn't launch
After removing the APEX stuff ?
I looked at PhysX and sure enough, every single DLL is hardcoded to be included : https://github.com/EpicGames/UnrealEngine/blob/bf95c2cbc703123e08ab54e3ceccdd47e48d224a/Engine/Source/ThirdParty/PhysX3/APEX.Build.cs
Lines 120 etc
well, time to go source build just to cut this stuff out
You just removed the three APEX ones right ?
APEX clothing and NVCloth
Target.bCompileAPEX
btw
That's your engine build off switch
And Target.bCompileNvCloth I guess
cheers
the best part is that bCompileAPEX off does not actually remove those dlls
you have to add this to APEX.Build.cs
well
feel free to make one
it's super hassle to make them with how you have to switch branches and stuff
doing that keeps causing my engine to rebuild pointlessly
I don't even use source builds tbh, too annoying
So I was making an editor utility widget and it became apparent that its only dockable with the Level Editor window. Which kind of makes me both want to understand why its limited to that, and also shoot myself in the face. Help with either is appreciated π¦
you can probably make that PR just with a smartphone
fork UE4 through the github web interface
and edit the file through the web interface too on your fork π
Im not sure its as simple as changing the TabRole to allow nomadic freedom as the slate code seems kinda locked into it being a docktab.
in the minor sense.
umm .. how can I make it so .. that my texture map is spread over my whole terrain ? Instead of tilling all over it?
in blender there is a texture-coordinate node
I wonder if there is something equivalent in UE4
somehow I haven't gotten to understand .. how the hotkeys work
hold a key and click
There's a Blueprint node called "GetAllActorsWithTag"
How can I find the C++ equivalent?
so how does it work ?
@thorn hazel node?
ty Alexey
I can't see on a screenshot, but default sphere is mapped 0-1. so no tiling in your setup should be visible
so if I keep it at default settings .. than it won't tile?
it won't tile on uv 0-1
obviously it will if uvs will exceed the range
tiling is a property of a texture
you may clamp the uv values however
hello, is there a way to disable motion blur for the viewport?
simply while im working and moving around with the viewport cam
@wary wave @cloud cobalt just one more PRO in the list of Chaos benefits...
Chaos isn't replacing PhysX next year or the one after that
I mean, Niagara was supposed to replace Cascade something like 5 years ago, so I wouldn't get your hopes up
took them a long time to settle on a design, and new techniques and requirements from non-game design standpoints caused a lot of delay as well.
Right now Chaos doesn't replace anything from PhysX really
@pseudo swift set the Cvar ShowFlag.MotionBlur 0
or
where do I find this followcam you have selected?
im not using a character etc.
only flying around
If you deselect Chaos Solver it will disable the new FBX importer
whut
Sounds like they're starting to use it for everything like the render guys use TAA
the ShowFlag.MotionBlur 0 worked, thanks @next badger
@spice oak only if Your engine is UE4
yes
i have a problem about the game engine
every game that using UE4 that i play Crash without no reason
Ex
Game : Remnant From The Ashes
your PAK file is modified, and it does not match the CRC
how do i fix it?
there are many reasons possible, most common are viruses and damaged hdd/sdd
this the second game
Game : Code Vein (i already Reinstall the game twice)
and still it keep crashing me
trying clear the from %localappdata%
and still crash
hmm do i need to download Unreal engine trought Epic games?
can't tell much about Vein, cause no stack there
use verify function in steam to make sure all files are valid
all files valid
you don't need ue4 engine to run games
@spice oak This is not a support forum for UE4 games, there isn't much we can do
You don't need UE to get your games working
awh π¦ i taught someone have a same problem like me
People here make UE games, so they have crashes obviously
Weβre too busy making games to play games
Ask the developers for support
@spice oak i'd recommend still to check your drive for faulty sectors, just in case
ok
I have a huge problem with Geometric Brushes turned into a Static Mesh after moving my map backup into a new project folder. It only renders / shows 1 single texture but all the different textures it actually has are still in the details panel, they just wont show in the viewport, on the mesh. Pls if anybody can provide some help I would greatly appreciate it.
Does anyone know why my material has this big strip of darkness on it? I checked the texture maps, and they were all correct. This happens in both the main world and the individual static mesh editor.
probably normal problem
turn on the debug to visualize the normal map in the gbuffer?
@plush yew maybe it lost the UV map(s) - I'm afraid I don't know how to fix that but you can export to fbx, load in blender, and reassign material indexes to each face on the model, then export it back to fbx and reimport tonstatic mesh in unreal to fix it if an easier way is not available
am I the only one amused that the bottom of Ethan's image could be the base of Delaney's tower top?
Yes. Yes you are... lol
What exactly is the use of .COPY files?
is there some way of importing them into a project?
remove the .copy and it should be a usasset again.
and if its not .uasset.copy, add the .uasset
where are feature packs (starter content) stored? for some reason the only thing getting added to my project when I add starter content is the floor piece o.o
engine directory
but you should get more than just a floor mesh in your project, IIRC?
just upack files that reference content elsewhere?
otherwise I'm a little concerned that StarterContent.upack is 129kb
there should be a map/folder with some content, but nothing to email home for
hm let's see if it adds correctly to another project
well heck, in the file explorer the content/StarterContent folder has everything I'd expect but in the editor content browser it only shows the 400x400 floor
@maiden swift this is using your Nano template π is it blacklisting content or something?
(β―β΅β‘β²)β―οΈ΅β»ββ» and now that I've cancelled the delete operation, everything is visible
Just got my new 3700X, X570 mobo, 1TB NVMe SSD and 16GB of RAM
damn this feels good
my old build took 5 minutes
5 painful minutes
@grim ore you have not published your video on mass rename blutility?
whats the proper way to reset the "my projects" list?
it contains a bleepload of projects I dont have anymore
which is funny, because they where not present before I deleted the projects
deleting the folder, then pressing 'refresh' should work, no?
the launcher has no "refresh"
@fierce tulip i've exited the launcher, then renamed the folder where projects resides, then launched the launcher...it removed all...
@shrewd shuttle
https://www.youtube.com/watch?v=KOcfzCTZcZ0
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
for me it added all the projects I just deleted.
before it only had 2 projects.
@fierce tulip
C:\Users\----\AppData\Local\EpicGamesLauncher\Saved\Config\Windows\GameUserSettings.ini
DefaultAppInstallLocation=Z:\Dev\UE4
CreatedProjectPaths=Z:/Dev/UE4_Projects
CreatedProjectPaths=Z:/Projects/UE4_Projects
for me
it was the same for me iirc, when i've installed 4.24.0p1 it suggested games folder
@next badger I have not as that was technically not for my channel but got put on hold π¦ in regards to the EUW for renaming stuff
but...can you PM me a bp snippet? π i need that badly
I will have to see if I can find it, once it was put on hold I don't know what I did with the project lol
like I think I have a project called EUW_Tool at home but I literally can't remember if that is it or if I did this in another projected to test with
k, that solved it. thanks for the url Alexey
Hopefully quick question: if I wanted to make a function that could be seen by several blueprints (like a math utility function), where should I put that? Should I just create a blueprint based on Object or is there a better practice?
Related question: is there any actual good way of copying a (pure in this case) function from one blueprint to another? I wind up having to recreate it the other blueprint, add the parameters manually, then copy/paste the actual nodes
Which is especially annoying since I have to reconnect all the inputs to all the pins since you can't copy/paste the function entry point
I have a question u probably heard a few million times hahahahah. So I used Ue4 and Unity and learned the basic stuff. But now I wanna rly focus on one and learn the "advanced things". Tbh I can't decide tho. Ppl on this server probably gonna tell me to learn Ue4but are there any good arguments? Like "why Ue4is better and why I should learn Unreal as a beginner lol"
@hexed dock there are blueprint function libraries that you can make just for that purpose - the global functions
IS THAT SO HARD TO FIX?
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1683413-unreal-engine-4-24-preview?p=1683929#post1683929
PREVIEW!
Preview 1 of the upcoming 4.24 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rel...
@hexed dock and not really as blueprints are self contained so you would have to recreate the missing parts (variables and such) but most of the time a ghost variable is created when you paste and you can right click create variable on the variable that is not present in the new BP
@plush yew no competent developer is going to pick one engine over another for no particular reason. Every engine and language has strong points and weak points and you should pick the tool to fit your need. What is your need? Is it just to make a game? If so do you want to use Visual Scripting like Blueprints to code or C# or C++ to code? That is a biggie since you will be doing that
Thanks, @grim ore that's probably the magic word I need to search to find a webpage howto. I get why sometimes it'd lead dangling reference problems, but in this case, I have a pure function that takes three inputs that are connected to 10 different pins (some trig stuff). It's a giant pain to have to redo all that.
if you can keep it self contained (input -> process data -> output then a Blueprint function library is great for that
@plush yew I can tell you what I think as someone who dipped a toe into unity, then into UE and then decided to learn way more about UE. I felt like it was just generally more approachable, with helpful stuff on the web still working even if it was from years back. From my experience with Unity and talking to the devs in the office who are trying to learn it, they have way more problems with massive changes making old examples unhelpful.
I do enjoy coding in C# more than C++, but it just wasn't worth it for me to deal with all the rest of unity to get that feature.
in the end both engines will let you do what you want with enough effort and time. What your project needs might be a good decider on which engine to do the project on. Unity has quite a few built in services, ads and such, which is really nice if doing a mobile game for example. UE4 has some nice systems built in like characters and network replication if that is important.
@grim ore Tbh i just want to create sum normal games. I once tried to create a jump n run 2d and 3d and completed them but i had sum trouble with blueprints. Like it would be easier if i had done sum stuff in c# hahah.
But sometimes when i try to create landscapes my pc cant handle sum 3d stuff hahahha even tho i have a decent graphicscard. So unity is better for me in that way.
@hexed dock thx for ur reply.
yep your machine has a bearing on this as well, totally forgot that but it's a bit more in the middle now with Unity heading towards high end and UE4 able to do lower end
Right now I'm using UE4 to develop for the Quest.
making a basic game, the same one if possible, in both might be a good way to see which you enjoy more
Maybe i should stick to ue4 bc of the better quality (graphics). But a disadvantage is still the fact that there are more unity tutorials than ue4. Sometimes i find cool things that are created using unity.
tbh it feels like that for me lol
I will say a knock I have with learning UE4 - and this may very well be the same with unity - is that so much of the blueprint documentation is useless. I fly over a thing and it just says "This is a thing." It doesn't explain what that thing is actually good for.
It's basically auto-generated documentation.
I just read the C++ code to learn what it did π
xD
Yeah, but my problem is that I want to do a thing, and I type some stuff into the context sensitive blueprint stuff and it shows six different functions, all named in such a way as that maybe they do the thing I want.
UE has tons of tutorials and knowledge around. Like tons. Not familiar with Unity's one, but comparing to any other engine its like in the skies.
yep have to learn what stuff does, it's normal for any language or engine. The good part is the epic team is trying to enhance the /** Tooltips **/ as time goes on
Just open the damn YouTube and you have like 500 videos with some info. Pff... It can be even confusing. Learn Tab, Editor Tutz, Academy Tutz, 3rd party tutz, etc.
btw speaking of tutorials and stuff, u guyz know good sources / tutorials useful for beginnners? (well ik sum stuff but i still call myself a beginner tho) Beside Virtus learning hub xD?
Yeah, youtube is how I've learned a lot, but you're really at the mercy of youtube's shitty algorithm which often is not great for exposing the higher quality videos over some random dude who put a script through an autogenerated voice, and only halfways explains what he's doing on blueprints he didn't zoom in enough on.
On first sight, just go to the official Epic YT list.
@plush yew what I've found is it REALLY depends on what you're doing.
most of them are paid tho
@plush yew and where a lot of things will trip you up is that the templates are generally already doing 80% of the "easy" part of the projects. So there's generally not as much tutorials on how to do that stuff (which makes sense).
So I started out thinking "okay, just show me how I should set up a world and make it where I can move around a 3rd person due in it". Well, to do that you just use the 3rd person template. Why would you bother doing that on your own? That's great, but then you don't really learn a whole lot about the whys and you're just launched into doing that last 20% which is the HARD part. Which is not always a great way to learn.
k thx so far xD
gonna try to start a new project learnin sum new stuff (even tho its gonna look crappy af hhahaha)
speaking of which, another question: do you know of an existing function in a library that will allow you to feed it three points, and it tells you the various angles? this is another example of "if I knew where to look"
I am out xD i dunno that thing sry
@plush yew BTW, I found this video pretty helpful to really understand the "really starting from scratch" process: https://youtu.be/QJpfLkEsoek
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
And there are some other videos from the same (very good) presenter if you click on their channel, then look in playlists for Unreal Engine
thx man. Appreciate that
anyone have this issue before?
rror CS0101: The namespace '<global namespace>' already contains a definition for 'MultiplayerTest'
I dont think you can have a project with Test in the name? I could be wrong
there are definitely some key words that wont let projects work lol
it looks like that might not be it, I made a project with the same name no issues. Do you have custom code in this project? anything you added, etc.
Is there any mad way to rotate an in editor object around its center?
you can right click and set a temporary pivot point then rotate it
I assume this is a mesh lol
Yeah, its a plane. Point is I need the center. I can't pixel hunt that center with the pivot.
anyone here that can help me with a simple matter?(4.23 jumps to 100% cpu usage while dragging the simplest asset into the level editor)
What is simple in this? UE is just putting all of its attention to your wish, lol
As a little test kusa. Open an asset thatβs not in the level. Is there a cpu jump as well?
Sorry, though no clue. Could be... many things.
idk,its just frustrating and i really cant figure out way.even dropping the quality of the preview and the real time viewport option doesnt help at all
ye,i input a simple asset in the best third person level
Yes, was going to suggest the same. Try with another level, diff assets.
from kite demo or a simple pillar from paragon assets
and its not even a shadder thing
is it perhaps 4.23 being unstable?
Sounds like an hardware issue. 4.23 is fine
i see.thanks for the help π
keep in mind kite assets are super heavy as is and the paragon assets are not exactly light weight. What is your machine specs?
hey guys i'm a beginner
and i'm trying to find a way to program a football
where could i learn how to do that
american or everywhere else football?
american
:p eggball
pigksin
so the actual ball or the full game? simulation or for fun? If you are beginning watch courses in the learn website on the Unrealengine.com website
quidditch
the actual ball
learn how UE4 works and then go from there
cant wait to see his character animations
i already programmed some of the basic animations
idk how to program ball possession and throwing the ball
have you learned the basics for UE4 yet? workflow, animation systems, blueprints etc? If not you need to try and learn that first
i learned those basics
Hello, I need a good workflow, I work in the AEC business, in road infrastructure projects we use Civil3D and infraworks, then we export to FBX then to 3DS then to datasmith, but the terrain is heavy to handle. it should be some way to easily convert to a more flexible type of heightmap. Please share if you have any better workflow to this
AEC? What sizes and resolution you need for the terrain?
is that how a ruler is supposed to work (* οΏ£οΈΏοΏ£)
Is Chaos borked in 4.24 preview 1?
can't see issues on github and it's not an official release
who knows...
Just heard some things about it crashing whenever geo collections are used.
hola algun programador?
#spanish
why does ue4 dont have graphic settings like in project settings, why do i need to manually do it with every single command with every single setting?
Time wasting actually, you have this material preview thingy but its just for preview and not for the final build
try english ... again.
compiling 4.23.1, but it won't run - anyone know why this would be occuring?
it'd Development Editor / Win64 / UE4
you need UnrealBig
:p
Missing dependency ?
ergh, I think the anti-virus may have killed it
This shows up if you lack a required DLL
you gotta be kidding me
The... what ?
Sophos
Dear god
it has "cleaned up 18 threats"
I bet it did
Not that any are any good
yea
SQLiteCore, CryptoKeysOpenSSL, HTML5Networking, PerforceSourceControl, UE4Editor-NetworkFileSystem, etc, etc
what in the actual fuck
Crypto -> unsafe ! Networking -> unsafe ! SQL -> hackzor stuff !
haha
Perforce -> get git
worst thing is, it's a network AV, so I can't even whitelist shit
that has to be done from the admin end
so I'll have to harass someone tomorrow morning
IT: Intermittent torture
you can't catch viruses if your PC breaks completely after we randomly kill processes
Clamp yaw roll pitch to 45?
you gunna get some strange results though because the idea of a 45 degree clamp in 3d space is weird
70k subscribers
fuck I need to just start making videos
jesus christ
I need to do my part and add to the misinformation out there
yas
and near overdose on adhd medication
have to be spontaneous
methylphenidate π€
dont make me jealous
coffee is the best i got
hi any raytracing users here?
@wary roost #aec-visualization
$100500 question.
How to use
I've just got a crash and not noticed any changes
I know this is new, but does anyone know how to use this:
Thereβs something satisfying yet slightly guilty about showing a VR demo to someone and watch as theyβre amazed but deep down you know the code itself is utterly simplistic
thats how i feel about the amazing hair piece i made for my mannequin
nope, it's horrible overal
i need to stay away from blender and the likes
I am a computer science major currently in college. I am learning c++ and will learn Object oriented programming next week in my CSC class. I'd like to start learning Ue4 but I am not sure where to start. Should I begin learning the c++ side of it or the blueprints side of it?
My university doesn't have an unreal engine course so I would have to learn myself
Pick which ever you feel most comfortable in. Blueprints are great for dumb artists like me. But youβll get more performance out of cpp
Find video clips by quote. GetYarn.io now.
hm ok
is there a way to use both of them or do most people choose one or the other?
you can mix out of the box\
at least the "getting started"
oh ok
you'll find a ton of stuff on youtube too
there are a bunch of course websites but i've never tried any of those\
yeah i got a course on udemy but it doesnt explain things that well
like i felt like i wasnt learning anything in those tutorials.
yea
and the other end of the spectrum like youtube you'll find that they arent necessarily "doing it right" but all in all at least they show you how to get around in UE
yep
also i feel like once i understand what classes are the videos will make more sense to me
cause im literally gonna learn about them next week like i said
you mean classes in the context of c++?
oh no im taking a course right now
ah
so there's no need for me to teach myself
you should learn blueprints even if you plan on using C++, quite a few core systems are built around blueprints like niagara, umg, animation, etc.
the engine is designed to use both hand in hand
ok
ok ill check them out
also im just curious. where would you use blueprints as opposed to c++ code and vice versa?
if performance matters or you want to extend beyond what functionality is given
you'd go cpp
not that blueprints are slow to begin with
yea
ok
like mathew said hand in hand if you want
ok i see i see...
ill try out those unreal official tutorials
and because they dont have really any game development ones Ill go to youtube (virtus) for that
in the launcher -> Learn
there is a link to video/documentation on getting started as programmer
it's very basic but as a starting point
links you to : https://docs.unrealengine.com/en-US/Programming/QuickStart/index.html?utm_source=launcher&utm_medium=ue&utm_campaign=uelearn
Create your first code project and add a new C++ class.
and it's base url : https://docs.unrealengine.com/en-US/Programming/index.html
Information for programmers developing with Unreal Engine.
that's just a getting started before anything
the others are specifically when you want to work with c++ but it's still a good idea to get familiar with the editor before anything because you'll be working with that too
got it
Could anyone let me know if there is any way to delete bones that were ADDED to a UE4 Skeleton in UE4 by importing a skeletal mesh that shares the same Skeleton but has added bones?
I'm really stuck on some planning to make the best tech setup for a very modular character that will have up to a thousand clothing options
dont know -yet-
didnt cross my mind but working towards the same
have watched tutorials.. I can't get this skybox to change.. can anyone help?
Am I experiencing a bug? I have a level sequence on my content browser, yet that sequence doesn't show up under Cinematics > Edit Existing Cinematic, and when I place it onto the world, and click Open Level Sequence under its Details, it suddenly turns into a different level sequence I made before.
Also, what does it mean if a level sequence in the content browser has an image that seems to reference where it's placed on the level (sort of, I assume), and if instead it just has the normal image of a level sequence? I don't understand why some are different
Ok, the bug is fixed. Just rebooted the project and it fixed itself
so whats up with this garbage all over the screen whenever i move something with ray tracing enabled?
is this normal? because raytracing seems pretty well unusable if so
i have no raytracing, but it looks like TAA ghosting
anyone know why my sequence cuts to black when I render it
but it plays just fine when I play in editor
@storm venture it's most likely from denoiser
I haven't used ue4's raytracing yet but most realtime denoisers tend to depend on temporal algos
all I know is that Unity's DXR denoisers have had similar issues
Does anyone know if it's possible to delete bones that were added to your skeleton by way of importing the modified skeleton that had additional bones?
I now want to get rid of those additional bones
hmmm, alright, ill look into those
you know when you spend hundereds of hours on a project and then you come back to it a week later just to find that its broken for absolutely no reason
thats why you turn auto updates off in case it breask stuff
breaks*
i bet a plugin or some addon borked ya
@gilded plinth you can't modify the skeleton after import except adding new bones (virtual)
@next badger That's not true. You can add additional bones (not virtual)
The part I'm feeling worried about is what if for example I now want to delete that pony tail from my project or wings or whatever added the peripheral bones. How would I then get rid of those added bones?
how do you do a string to text render?
Anyone good with landscaping?
but officially
Can someone pls help me again, Iβve edited the paragon wraith mesh in maya but when I import that mesh into ue4 it looks exaclty the same
What have I done wrong and can someone pls help
@viscid quest do you click Reimport?
In this older tutorial there's a fourth track that's for "branch points" It looks like there's an entire window of time that it will wait for events. I've been doing this with two separate events. Is there still a way to do it this way? With a whole window of time for an event to occur rather than two separate events designating the beginning and end of the window?
anyone have a weather asset they can send over?
Are there any reasons to place multiple navmeshes?
Do multiple navmeshes even do anything? It vaguely looks like they get merged into one or there's only one active at a time?
doesn't it just generate a single mesh?
@sudden agate Ye I did
Oh yeh is it because I change the skeleton and the mesh and Iβm trying to reimport?
Because it still has the gun, and Iβm trying to get rid of it
@stiff spoke what do u mean?
I have maya and blender right
If I do it in blender the skeleton works well
But the textures donβt come out right
Yeh itβs a photo from my iPad
And when I do it in maya the textures are perfect but the mesh still is the same
In THAT textures are bad? That is the problem ? @viscid quest
I put this texture as an example but thereβs a texture for upper body, lower body and back pack and gun
And this is the mesh from blender
Keep getting this error when making new projects, anyone know why?
exactly what it says on the tin - your project is expecting those modules and they are not present, or the wrong engine version]
In UE4 you also import the texture of this paragon character? @viscid quest
Yeh I got the textures in ue4
@wary wave thats weird, its only a few days since i created an project with the same engine code and then it worked :/
when you download the paragon character in epic games store, you should have imported everything for your project from Epic Games store not by first passing by maya, why did you use maya? @viscid quest
I first used blender but I realized that I needed the uefy script
So I went on to Maya
Try to change the version of your Project. For example if it was 4.21 you pass it at 4.22 @flat trail
Oh that may be the problem
Because thereβs an update available for the engine
Should I update and try again?
Why before putting the character in your project you went through maya? @viscid quest
No I did put it in the project first
OK
You put it in your project by importing it directly from Epic Games store? @viscid quest
OK
But the gun is in the same mesh
Thanks for the help anyways
Iβll try and figure it out
Tried to look for the weapons there in search of all the bones of the body? @viscid quest
OK
I didnβt delete the weapon from the LOD group
nice news guys
OK
@stiff spoke Same thing happening, still this error
Try to duplicate your project, and open the replica that I tell you to create @flat trail
And then we will see @flat trail
having serious problems with the materials. dbuffer and custom stencil doesn't work together for decals. i want to use custom stencil to mask decals and i also do not want decals to disappear in shadows. any ideas?
@stiff spoke Samme error π¦
An overview of the Decals example level
@stiff spoke Thats what im doing, creating new projects π¦
Not duplicate mais create a new project @flat trail
i want to make a gasoline canister. how can i have to logic that i tspills out?
making a particle spawner, wehn its rotations is over a specific point?
Is there a way to change stat colors? level streaming to be exact. I am partially color blind and can't distinguish yellow orange and green.
According to me in the blueprint of the car created a variable, and if this variable is is equal to 0 the car can no longer roll @zealous cloak
so i set the veriable to 1, when the rotation is right?
never worked with particle systems
I'd rather put it to maybe 100, the numbers like that. Good to more
Particle of the water?
Good to more
Hmm, this is strange.
SphereObjectTrace with the same TraceStart and TraceEnd doesn't register any hits.
I'm in 4.21 where this issue shouldn't exist, but even more strangely is that it only happens in some classes.
@stiff spoke tried that too
Already 4.24 for testing wow!
I need help. On this material paramater collection is there a way I can add vector paramaters at run time?
Amazing job Epic!
For example if R11 doesn't exist add it in
@stiff spoke ive created a new project
Hey guys, I have a problem, I have a fast moving vehicle through a landscape, but my landscape is "flickering" and loading some mountaintops quickly on and off, I think it might be an LOD issue, how would I fix this? My foliage is also flickering, everything seems to flicker.
I have a question about animating something I made. So I created a target hanging from a string in maya, and I want to know if there was a way I could make it sort of animate in any direction. Let's say you shot at it with an arrow, the target would move back an forth a bit since it was just hanging there. The problem is, you could do that from any direction. So how do I make it animate any way? Can I make a few animations then somehow use a blendspace?
Iβm a beginner n interest in game developing where should I start
I want to create a top view multiplayer game
Hi, I'm having trouble understanding the license agreement of Unreal Studio. What are the exact conditions in selling a packaged exe to a client?
Hi, Im using a firstpersonBP to record a first person view. My problem is that the cineCam that I attached to the mesh is only rotating in one axis, it seems locked. I checked the settings but no luck, any pointers?
do I need to fix my inputs in settings?
these are my inputs
@celest peak the specific starting point doesn't really matter, so long as you learn things along the way. find a tutorial series, look at the last video in the series to make sure it ends in a fairly complete state. then watch and follow along. multiplayer is a bit of a large bite to take starting out so you probably want to start with a single player game first. once you have a solid grasp of the basics then jump into multi player.
@pseudo swift yes
@sacred sun which yt do you recommend Iβm like super beginner at this stuff n Iβve a entry level hp laptop
1050 graphic card
N thanks bro
Not sure if this is the right place to post an issue like this but i thought one of you might have a quick fix, I cant seem to get the 4.23 version of unreal working, i keep getting this error: Assertion failed: Module [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 376] MeshUtilities
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
@gilded plinth if you think you can add bones that are Not Virtual inside UE4 - show me
The screenshot you linked is not about UE4 editing
I almost got my inputs correct for moving around my first person cam, but im getting a slightly weird movement, can anybody tell me how I should change my inputs for a simple freecam mouse rotation?
@pseudo swift Um...no wonder, you're using X AND Y to look up, and same axes to look sideways
yep, I got it figured out now π realized what I had to change, thanks for the help though, im not an expert as you can tell hehe
@royal lance are you starting default project?
yes
did previous versions work for you?
previouse versions have worked b4, ive tried to completely clean out my epic client and reinstall but the same problem keeps coming up , ive installed it on a secondary disc so i may have a problem with the directory
VC Redistributables/Visual studio may be the issue here
you should verify those properly installed
Visual Studio 2017 v15.6+
https://docs.unrealengine.com/en-US/GettingStarted/RecommendedSpecifications/#softwareinstalledbytheprerequisiteinstaller here you can find the list of Prerequisites
those are inside Engine/Extras/Redist/en-us
42
Nope, 422!
UE_4.22\Engine\Source\Programs\UnrealBuildTool\Platform\Android to be exact
π
Ok, so here i go:
if i edited .cs file in here (UE_4.22\Engine\Source\Programs\UnrealBuildTool\Platform\Android) - do i need to rebuild engine from source?
And i cant do it from files do i have, i need to create GIT account, sign up for unreal repo, download source etc?
git is only way to build an engine
And edit that file in source again
Ok, great, all i needed to know, i'll go under right channels if other questions appear. This one was pretty uniform! π
Thanks! β€
@neon narwhal UBT is a standalone app so, maybe you could only compile it, w/o recompiling the whole engine (depends on how deep your changes are)
it's a part of the source still, so git is only way
is there something like "get actor location"
@next badger Please don't make me feel crazy haha. I may be totally wrong, but all my experiments suggest adding a virtual bone is different than following the directions in the below link to add peripheral bones by importing a modified skeleton: https://docs.unrealengine.com/en-US/Engine/Animation/Skeleton/index.html
An overview of the Skeleton asset and how it applies to animation in UE4.
Virtual Bones can be right click deleted
cause virtual bones are added in ue4...
you were asking if it's possible to remove a bone in ue4...answer is NO, if it's not a virtual bone
@next badger Only one file, https://i.imgur.com/xBWkw5p.png
Only 1 line added there
i can't tell you anything on UBT, probably #engine-source people could
Ok, thx!
@next badger I assumed the answer is no, but was hoping this might be an exception. I'm just following UE4 docs language of "adding" but I think a more suitable word is "combining" since technically the additional bones are added in your DCC and once the new skeleton is imported it is "combined" with the old skeleton. I find it surprising that UE4 makes it so easy to "add" new bones to your existing skeleton without a way to remove them.
If you happen to "add" peripheral bones through this combining method, I guess the only way to rollback to the original skeleton is to re-import it as a new skeleton :/ ?
can someone help me
i have tried to figure out full week how to make fk enemy follow ball in x axis
I want to add Convex collision to mesh and Apply does nothing. can someone give a help?
It happens when the mesh is too weird
Lot of open faces etc
Do the collision mesh in 3D and import it
@plush yew what actually you're moving? you are using move component node, w/o any input
component is not actor itself btw
@cloud cobalt ty
as a non-coder, what file in explorer could tell me there is custom node stuff?
you mean "can i see in a content browser if custom node used in material" ?
For a Blueprint custom node you'd just look over every .h file to find BlueprintCallable
The one that defines the class currently used, most likely
i mean, to see people adding c++
I have to say this sounds weird
i think its a bp only project, so migration should be fine.. but just migrating one with cpp
needs smore steps?
if you have cpp, the project itself will have a source folder
What are you migrating and why would that have something to do with BP only vs BP/C++?
noncoder, duck if I know how easy it is to migrate something with cpp content to another project
Migrating Blueprints calling C++ code is probably just not doable
Not automatically I mean
So you mean you might migrate something in BPs that uses some custom C++ stuff
Yeah that would need the C++ stuff to be copied over by hand and then probably even fixed in the asset that uses it
Best to keep that crap in a plugin
I want to move the fluidninja tool to my vfx toolbox project, but I dont think its properly possible.
@fierce tulip Basically, it's less "calling C++ through custom nodes" than it is "entire parent class". Blueprints have a parent class name - like GameFramework.Pawn or MyProject.SpecialPawn
This is how you usually have custom nodes
The problem here is that migrating the C++ SpecialPawn can be done, but the name will be wrong
Has anyone tried Pixars USD plugin for Unreal and managed to get it to work. I'm getting this error. Suspecting bad environment variables in unreal. I'm able to import those modules in command prompt and houdini
I want to move the fluidninja tool to my vfx toolbox project
Not sure what Fluidninja is. Is that just a project and you want to merge it into your toolbox or is it a plugin?
what about using redirectors?
Doesn't change the fact that the C++ code would be missing in the other project
It can be done in four steps, i think :
- Copy the base class (cpp/header) to destination project, rebuild it (assuming it already is a source project)
- Add a redirector from OldProject.Class to NewProject.Class
- Migrating the actual BP, saving it
- Removing the redirector
ofc copying the code
This should work
but how do I know if it even has cpp
What's the parent class ?
Is it a project? Then it must have a Source folder
again, not a coder. duck if I know what a parent class is :p
@fierce tulip Does the Project have a Source folder?
Let's just start with that.
If not, then there is already no C++.
^
no source folder
No C++ then
@radiant haven That's a preview. They are not ready for production. This is not the release of 4.24.
still breaks on migration, but only errors are missing textures. but thats because preview-textures where assigned and moved.
Second test : what's the base class for the BP?
If it's Actor or Pawn or something - it's very likely okay
Class settings
highest class thingy I can find is blabla blutility
@radiant haven ther will be like 6-8 preview versions during next months...then release
@fierce tulip Probably fine I think π
then I really wonder why it breaks on migration
did you enable blutility plugin?
hmm
good point
no win10, i dont want to open all the uproject's I have on my desktop
poor cpu
time for a 32 core threadripper
this tool looks so dope
has anyone got the chaos stuff to work i had another idea go try the source install on windows 7 and yes i know that cant work there are two packages that wont install cause it wants win 10 and 2019 vc solves the issue i was told...but i wionder if doing that might help anything
@safe rose that 80 dollar 1950x is quite a powerful deal lol. I use one of these daily and it canβt game but can compile ue4 fast
the "getactorsbyclass" node doesn't have a class configured @fierce tulip
nice price ya ive noted for first time in a decade good cards are cheap
in the ninjabaseBP
hmmz, perhaps I need to be lazy and move the other project to this one. (as it does not contain code/blueprint stuff)
hehe
and youtube leaked to me yesterday new rules they had coming ...very strict on meme like stuff etc seems that article 13 in eu is for everyone now
depends on the number of BP's
dont know why but they keep testign everything on me two weeks before everyoen else lol
i know a liiiitle bit of blueprint, but this thing is not even close to my current comfort zone XD
if i get this chaos stuff to work via code fix ill post
k, food first