#ue4-general

1 messages Β· Page 570 of 1

plush yew
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btw cool youtube channel bro xD

bitter iris
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πŸ˜„

supple totem
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bullet train was never released as a public project, right?

stiff spoke
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How to disable a collision box at a desired time?

bitter iris
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@plush yew it worked

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but then got substance errors for some reason

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ill remove it

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okay working now thanks snake

plush yew
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Np m8

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glad to hear it worked

bitter iris
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wish there was a faster way to get the source lol

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going through cmd is just ugh

plush yew
#

hahaha

bitter iris
#

2019 not the stone age πŸ˜„

plush yew
#

modern problems require modern solutions 🀷

bitter iris
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lol

lapis vine
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Hmm.... any way to edit the editor toolbar? Want to add few of the menu items...

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... apart from coding a plugin. Though I'm okay to download one.

green lake
lapis vine
green lake
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Ah yeah, thanks

tardy sapphire
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Hey guys, I have a lighting build problem, 14k objects waiting to be built, it builds properly but crashes at the final stage "encoding lights"...

pseudo swift
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this would result in overlapping Uvs in unreal no? but I cannot move the uvs since the texture work correctly when laid out like this, how would I prepare it for ue import?

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Hmm, i found pack islands, seems to kind of fix it I hope!

plush yew
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When modifying a function in a widget blueprint, even with context sensitive off, I cannot find "cast to thirdpersoncharacter"

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why is this?

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its just not showing up

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but its required when following a tutorial

radiant haven
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when I make for example an Aircraft which Blueprint class do I use?

chrome tangle
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will ue4 work on 32 bit?

bitter iris
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oh boy

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what the

abstract relic
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Panic

bitter iris
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its a fresh install of freakin source

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makes sense

plush yew
#

900 Errors Holy Jesus

bitter iris
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not sure why theres that many

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when its litterely straight from git

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no mods to it

abstract relic
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Have you built from source before?

bitter iris
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for previous versions

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not this version

pearl sonnet
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man that discord U icon is misleading
so many times per day i'm triplechecking whether or not i typed in the right server

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somehow i keep thinking that it's the active 'tab'

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and the U makes me think it might be Unity's

radiant haven
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when I make for example an Aircraft which Blueprint class do I use?

pearl sonnet
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the one that exposes the functionality you need

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could be actor could be vehicle

radiant haven
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cause for example i need movement componement

normal burrow
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jordan that looks like your missing windows sdk or something

radiant haven
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cause i make a plane

robust void
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hello im working on a game project and im wondering if someone can share a tutorial on how to create a event where a spawned fireball to chase a player

radiant haven
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AI?

robust void
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yes

radiant haven
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jsut make Pawnsensing into you AI and activate it

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or a bit complex but irecommend pawn sensing

robust void
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kk thx

pulsar kraken
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has anyone had an issue where the rotation of crosshair will snap back to the middle?

radiant haven
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use HUD

pulsar kraken
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@radiant haven me?

radiant haven
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yes

bitter iris
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got the 4.22 from git and this is what shows...

grave nebula
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That is a good version Sir. Reliable one. Time-proven. Use it with honor and glory.

bitter iris
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i would...

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if it was the version i downloaded

pearl wigeon
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when i unpossess the player character, all that happens

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is there a way I can just pause the player character while it's upossessed so that it doesn't spew all these errors every frame

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as i plan to return to it after the fighting system has gone through it's routines

storm venture
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can you get Actor A's location relative to Actor B?

pearl sonnet
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someone skipped trig class in school

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a-b

storm venture
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oh, duh

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thanks

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i got so used to doing that and then getting the length for distance, totally skipped my mind, lol

pearl sonnet
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πŸ˜›

spark sonnet
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Its not braking at all

pearl sonnet
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do you assign this Brake Input somewhere

spark sonnet
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Yes (:

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Its on tick with a bool condition for now to test it

pearl sonnet
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well poo
i lost my little vehicle project switching to linux but that doesnt look wrong on its self

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unless target should be self

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ah i remember

spark sonnet
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Its not working with space bar input

pearl sonnet
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the moveforward throttle and throttle input are used as braking too

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handbrake was separate

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since you mention space bar i guess you're looking for Set Handbrake Iput

spark sonnet
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No I removed the handbrake. The handbrake works but now im using spacebar to brake normally

pearl sonnet
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well most people use the axis mapping for it
and pass that axis value to Throttle input

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which will brake since for example S is -1 where W is +1

spark sonnet
pearl sonnet
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so as long as your 'Brake Input' is 1 and you pass that into Set Throttle Input (with reverse as brake on) you'd have the same effect

spark sonnet
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I know but the problem is that when its player controlled that works with just reversing as brake. But I am making a self driving car and then it needs to have a brake input

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Shouldnt Set Brake Input work anyways?

pearl sonnet
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you'd think so
but i don't know what the value actually represents

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you could try and multiply your value by say 10 or 100

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since it's not simply 'on' 'off' but i guess you could look at it as 'brake force'

spark sonnet
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Which seems weird, right?

pearl sonnet
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not anything is less than 'it brakes a little'
which is interesting because 'Brake' should be 1 when you hit space in your previous case

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which had an effect you said

spark sonnet
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No I was wrong it just looked like it

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But it should be just like the throttle input . 1 is max and 0 is nothing

pearl sonnet
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i dont know, the documentation i saw does not specify

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but until you figure it out you could also opt for the throttle -> reverse as brake option

spark sonnet
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I know but I was hoping there was an other solution, but thanks

pearl sonnet
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yea, sorry

spark sonnet
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There has to be someone who is using a brake system without the throttle

pearl sonnet
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probably
but a lot of people also avoid the vehicle class :P
and another option is to apply braketorque to the wheels

spark sonnet
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Yeah I saw that but im not using simple vehicle movement

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What do people use instead of the vehicle class?

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Just no vehicles? (:

pearl sonnet
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yup that ;)
and people make their own based on line trace suspension

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i use the vehicle class but use the forward axis with backwards braking on Set Throttle Input

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well... used...
lost my little tinker project

spark sonnet
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Oh. I dont wanna make the car. I just wanna make a car drive autonomously :/

pseudo swift
pearl sonnet
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you could maybe get away with a much simpler actor

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just rotate the tires on movement

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lol

spark sonnet
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hah. I will make a more realistic car system eventually but thats not what I want to now

pearl sonnet
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hehe, you can do the throttle brake for your AI cars too tho

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you can go anywhere from -1 to 0

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look at it as percentage of brake

spark sonnet
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Yeah I guess but there is just a messy way to make it

pearl sonnet
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true

spark sonnet
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I'll probably just make that, but Im gonna look for some more documentation first

pearl sonnet
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documentation lacks in that area
best bet it github

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PhysXVehicles

junior shard
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hi guys, i'm new to unreal, and i have problem with attaching a weapon on my character back, i selected the bone and got a soket on the bone which i called weapon holster but when i preview the mesh it gets huge and rotated by 90Β° degrees. do you know how can i fix this?

pearl sonnet
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its an implementation of the PhysX vehicle sample from nvidia

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you can rotate the socket
as for scale you might want to scale it down in your modeling software

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rather than in UE

spark sonnet
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Could you send a screenshot of your blueprint @junior shard ?

junior shard
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but the mesh itself out of the socket has the right size

spark sonnet
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Thanks, I'll check it out Stealthy

junior shard
pearl sonnet
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@junior shard look in properties for the socket, there is a relative scale property

junior shard
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oh sry i sent the second monitor by mistake

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so i fix it there? do i have to do it for all the meshes?

pearl sonnet
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i guess your weapon model is just made using different unit/scale options

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exported that way

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compared to your character or whatever

spark sonnet
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You can either scale and rotate it in unreal or do it in the program you exported from

pearl sonnet
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and the latter option is the preferred one

junior shard
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i see

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the only weird thing is that in the scene the scale and rotation are correct

pearl sonnet
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yea that is weird but maybe UE is clever
but in relation to your character it shows once you hook them up

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just guessing, i'm not an artist and don't get to work with pretty models 😦

junior shard
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humm i see

spark sonnet
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Is it attached with blueprint ?

junior shard
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no

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i just dragged and dropped in the scene

spark sonnet
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Oh

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Did you scale it in the scene?

abstract relic
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Also note, the mesh will inherit the socket’s rotation

lethal cliff
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hi all. im new and this is my first post. i have a problem with importing a toilet from blender into UE. is this the right place to ask for help ?

spark sonnet
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Yes

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Whats the issue?

pseudo swift
abstract relic
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You can rebuild

pseudo swift
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i clicked on build but maybe thats not the same thing you are referring to ?

abstract relic
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Well. To double check. @normal burrow build data can be deleted and rebuilt if the standard save override is corrupted yes?

normal burrow
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I do believe so, but would recommend moving it out of the folder to test, instead of deleting it

abstract relic
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Make a backup

pseudo swift
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and after moving it, I just build?

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to generate a new?

normal burrow
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you should probably close and reopen editor first if you haven't. but yes

lethal cliff
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@normal burrow thanks for the reply. in Blender the Pipe in the toilet isnt visible, but after importing to UE the Pipe seem to be strongest part of it and the rest kinda look like opacity.

pseudo swift
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ok, thanks guys seems to fixed it now, I can save and have a new builddata thanks!

abstract relic
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You havin a secret conversation pat? 😜

normal burrow
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Never

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@lethal cliff wasn't referring to you

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unless your secretly carl?

lethal cliff
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woops sry , mb. no im not a carl yet πŸ˜…

abstract relic
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Yet?

pseudo swift
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yet?

normal burrow
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smart to leave open the possibility muka πŸ™‡

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wisdom!

abstract relic
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Open your property menu in blender (unless it version 2.8, you gotta google this then) and enable backface culling. If some or all your mesh are invisible, you need to recalculate normals. Next, when imported to unreal, make sure your material is opaque, not translucent.

pseudo swift
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also make sure its two sided

abstract relic
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Hell no

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That’s the easy and messy way 😜

pseudo swift
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u dont wanna know how messy i am

abstract relic
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Basically doubling how heavy the material is

pulsar kraken
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Does anyone have a respawn blueprint they can share?

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mine is not very good

pearl sonnet
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i dont even know what you mean by that :P
what more do you need than changing the position and perhaps reset health and what not

pulsar kraken
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thats what i thought too

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just going to follow this and hope for best

pearl sonnet
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you're doing a multiplayer game?

pulsar kraken
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yep

pearl sonnet
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nice

pulsar kraken
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every thing works and not laggy.. really just missing the respawn part for now

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which well.. technically i had it working but it was only respawning the server host

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ha

pearl sonnet
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that link you shared is very straight forward

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and it checks authority so thats what went wrong with your current one

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makes sure it gets the correct pawn

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does it serverside on correct pawn

scarlet birch
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Anyone know if you can increase the size or otherwise change the transform display for joints on a skeleton?

normal burrow
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you cannot

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it shows you the scale this way

scarlet birch
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Nice. Whoever decided that must have had a 75" monitor

normal burrow
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if you needed to, you could scale the bone up

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if zooming is insufficient

plush yew
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Anyone online proficient with materials that can have their brain picked for some insight? πŸ™‚

lusty perch
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Hey guys! I have a question, I am working on a survival game but for the life of me don't know how to start my own map, I am studying games dev so I m new to all of this, just wondering if any of y'all could help?

spark sonnet
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If I have an integer of something greater than 9, like 50, how can I remove the ones(last digit) of those values?

plush yew
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@spark sonnet mod10 in a recursive loop until you get 0 as value, during each iteration increment and integer k by one, then after mod10(valueToCheck)==0 is true you step out of the loop; then divide value you want to make smaller by 10^(k-1)

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I can make an example if you need

spark sonnet
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Damn. Are there no easier ways of doing that? Just removing one digit?

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And thanks btw

plush yew
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Are you wure it's always going to be one digit only?

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never 100 or above?

spark sonnet
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There can be 100+

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So thats the problem

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What if I turn it into a string and subtract the last digit there? then convert to int

plush yew
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that is not a cheaper operation to do

spark sonnet
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Oh

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But it will be max three digits

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so max 999

plush yew
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I'm waiting for shaders to compile but in a few minutes I can make an example if you need.
Well you could do like this, check if your integer is between 10-99, if yes divide by ten, if between 100-999 divide by hundred, integers get truncated so the .99 part will be removed in the final value

spark sonnet
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Thats a good idea

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I'll try that

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Wow. it was actually a lot simpler than I thought. Thanks πŸ˜„

uncut osprey
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Does anyone else get laggy VS text input with UE open?

gilded plinth
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Hey all, been days of me trying to figure out what this icon is after i re-imported my mesh and skin weights on my skeletal mesh https://forums.unrealengine.com/development-discussion/content-creation/1684628-what-is-this-bone-icon-in-the-content-browser

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anyone have a clue?

spark sonnet
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It works perfectly. My car will never crash now @plush yew πŸ™‚ Thank youΒ¨

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Sorry for the ping

plush yew
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No problem:)

gilded plinth
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Do you guys think i might be the only non-Epic ue4 user ever to see this bone icon? Everytime i ask in chat it gets ignored which usually means we don't know. It's trippin me out and i just wanna know if i have to roll back my SC

normal burrow
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i have no idea what that red bone means

dim plover
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@gilded plinth Have you tried using the widget inspector?

gilded plinth
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Haven't used that tool yet no!

tidal ginkgo
rancid lynx
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If i use world allign textures for all my terrains and boulders and trees, is that bad for performance?
Or are simple world align materials safe to use as a common way to texture?

plush yew
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when putting projectile movement on an actor, when i change projectile gravity scale, it doesn't make a change from the original setting

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why does it do this?

plush yew
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Anyone online proficient with materials that can have their brain picked for some insight? πŸ™‚

trail kestrel
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Does anyone know if Engine Preview versions update into full versions, or would I need to reinstall?

mint sequoia
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@rancid lynx World aligned textures have a cost due to being drawn 3x (for each axis)

maiden swift
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@tidal ginkgo The only way I know to fix that is to grab that tab, undock it, then put it back.

lusty night
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is it correct that epic games will be adding support for array textures in UE 4.24?

tidal ginkgo
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Does anybody know how I could add a 'Distance Travelled' and 'Furthest Distance Travelled' feature to a platformer's UI?

pulsar kraken
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so i replicated movement.. but its off abit...

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whats the most reliable set up for movement and position?

ornate ice
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Hey people does anyone has an idea of how can I make the drop item effect of diablo 3 where the item jumps from the player to the ground or like how fortnite items jump to the ground when opening a chest or killing someone

tired current
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How can i disable the console commands in a development build?

storm venture
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so im getting 10fps on an RTX 2080ti in a small scene with about a dozen lights, any advice?

scarlet birch
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profile

storm venture
true leaf
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Looks like raytracing reflections are taking up to 200ms per frame ?

storm venture
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how would i fix such a thing?

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well no, not rtx off, lol, the point of this project is to use rtx

normal burrow
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rtx isn't ready yet (not fast enough), what gpu is it?

storm venture
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RTX 2080ti

normal burrow
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yea same, its just that slow

storm venture
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hows your performance usually?

normal burrow
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the less reflective stuff you have the better

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it entirely matters on how much is going on in the scene and reflective stuff or not

storm venture
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well i probably shouldnt have chosen to do a scene entirely made of metal

normal burrow
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and hair cards look oily for some reason 🀷

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thats kinda the point of rtx lol, again its just that slow

crude vessel
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Ah Jeez I took long enough but finally got my name system more fleshed out. I can now pick if a name will be randomly omitted or initialized based on a weighted value. I am kind of squirrely about converting from a name to a string to text to a string to a name again for some of the functions.

storm venture
normal burrow
#

r.screenpercentage 0.5 will help you

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but it then gives you 50% the pixels (it may be r.screenpercentage 50 i can't recall)

storm venture
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neither seem to make a difference

normal burrow
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you have to be playing

storm venture
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visually either, which is weird

normal burrow
#

in pie

storm venture
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oh, right

topaz tangle
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am i fked

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on a scale of 1 to 10

fierce rampart
#

So today I started tinkering with the foliage system in UE4 and I must say, it's really damn nice.

pliant yoke
#

i find it is a little clumpy at times

topaz tangle
#

am i right in thinking you can only re-obtain mesh assets from unpacking a cooked game?

fierce rampart
#

Eh it's a bit faster than placing the grass by hand like I was previously.

pliant yoke
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fair enough

fierce rampart
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It's got problems but so far I like the amount of efficiency and control it provides.

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Especially seeing as I don't plan on using a whole lot of foliage in my game anyway.

pliant yoke
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I wish it could place a random single instance mesh from the ones checked off

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instead of placing them all in one spot

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seems like an odd design choice idk

abstract relic
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You merely need to adjust your paint density

pliant yoke
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hmm will check that

plush yew
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@lusty night I'm pretty sure unreal already supports array textures

fierce tulip
#

it does

stiff spoke
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Hi

stiff spoke
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How are you?

radiant haven
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''WHICH BP class do i use for a plane/car?''

calm widget
#

WheeledVehicle pawn?

sudden agate
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Actor alex

radiant haven
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Wanna make a plane

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and i need (for gliding physics) a chracter movmenet

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for this tutorial

plush yew
opal berry
#

Hi I am a Unity Developer but I started using UE4 out of interest and then find out that epic take 5% of the revenue you make, so does that 5% really effect the profit or not?

tall pendant
#

It does affect your revenue by 5%. Profit depends on many other parameters.

thorn vector
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for me its not that much but if you earn lets say 100k+ it should be 90k

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(its not accurate but something along those line)

opal berry
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Is it true that if you upload your game to the epic games store you dont have to pay the 5% and only have to pay the 12%?

tall pendant
#

You can't just upload to the EGS like you can to Steam. But yes, Epic covers the 5% if they accept your product.

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Also: If you would read the information Epic put out for the public on their website. You wouldn't have to ask those questions here.

dim plover
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It's also the most recent pinned message on this channel.

sudden agate
#

no one reads channel topics or pinned messages

fierce tulip
#

we have pinned messages? :p

dry nebula
#

Why does Event On Clicked use the cursor and not the middle of the screen? How can I use the middle of the screen instead?

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Is it possible to lock the cursor on the middle of the screen?

rancid lynx
radiant haven
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which bp class do i use for an aircraft?

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use celshader

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@rancid lynx

rancid lynx
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can you recommend a free one? a really lightweight one ? i dont know how to do celshaders. the best i could do is youtube search

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i just want to limit the darkness basically.

radiant haven
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google

somber quail
#

@rancid lynx In your postprocess volume, add a blank white ambient cubemap

rancid lynx
#

i know alittle about PPVs. ill try and learn about black white ambient cubemaps. thankyou

wicked sparrow
#

Just a suggestion (not sure if there is a better place for this) - Would be fantastic to be able to right-click levels in the content browser and set them as the project default πŸ™‚

calm widget
#

shouldnt really happen that often i think. tho i find myself changing default map all the time in my project. would be useful

dark rune
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i want to start learning the multiplayer features of this engine what would be a good place to start

somber quail
#

There's courses on Udemy and also Tom Looman's courses are really good

calm widget
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they are kind of expensive

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imo

dim plover
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Udemy? It's usually less than a dollar an hour, plus you get support.

somber quail
#

Udemy courses are also really high quality with solid teaching

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I've got a degree in this field, I can tell you that Udemy is a better resource.

dim plover
#

You could get a tutor too, I guess.

sacred sun
#

@wicked sparrow there's a feedback section on the forums where you can leave feature requests. this discord was made by the community for the community and isn't ran by epic.

fierce tulip
#

^

wicked sparrow
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Thanks πŸ™‚

dark rune
#

is there any good course or tutorials for blueprint multiplayer? Tom Looman's seem good but they are in C++
I downloaded the Multiplayer Shootout project but I don't understand it very well, and there's no tutorial for it.

somber quail
#

yes there's an old course on the UE4 YouTube

heady aurora
#

Hello guys , how do you handle background music? I can't seem to just have music playing in the background while playing in the editor , so i thought of placing the music in the level and then have some sort of trigger to play the music but the problem is my map is enormous , so i don't think that's the best way to go about it, am i going about this in the wrong way?

opal berry
#

quick question

heady aurora
#

And if i want to have different BGMs playing at different times , i don't think triggers would be optimal let alone possible

opal berry
#

if for example I make 10,000 in 3 months which is per calender quarter thing, do I see what is 5% of 10,000 and pay them to epic or do I subtract 3,000 from 10,000 and see 5% of 7,000 and pay them to epic

dark rune
#

@somber quail alright good

fierce tulip
#

@opal berry best to ask them, though iirc you'd subtract the 3k, then get 5% of 7k

tall pendant
#

5% of 7000

fierce tulip
tall pendant
#

no rocketscience

fierce tulip
#

"For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10)."

valid pike
#

Yes which is not nice

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😐

fierce tulip
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i love it that people go "omg 5%!" but steam's 30% is "meh, thats fine"

tall pendant
#

πŸ˜„

valid pike
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Steam 30 super suck

tall pendant
#

evil epic strikes again xD

valid pike
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But can we do something ?

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Make out Shteam ?

fierce tulip
#

take it like a man and accept it, or release for free, or go to another engine and pay other expenses and steams 30%

valid pike
#

Chteam - nuevo juego platforma - only 27% per sale@)))

fierce tulip
#

or try to sell outside steam, and realize the odds of making bank that way is extremely limited.

tall pendant
#

or become a big player and change the % via special contracts

fierce tulip
#

or not worry about 5% because generally the odds of you making bank with a game is extremely limited :p

valid pike
#

Or get an ar15...

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Oh oops wrong chat

fierce tulip
#

well that was a lame joke.

next badger
#

@tall pendant or become a big player and make own launcher - here, fixed for you

tall pendant
#

AR15 is a.) semi auto and b.) only holds 20-30 rounds

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you won't get far with it

dim plover
#

You can easily make it fully auto and hold many more rounds.

valid pike
#

K..k... m16

next badger
#

will it increase your sales?

valid pike
#

Sure

#

β€œBuy it now or I shot yeee”

tall pendant
#

@next badger Thank you! πŸ˜„

valid pike
#

Aggressive adevrtisement

next badger
#

oh...but it's like direct sales

valid pike
#

@tall pendant I heard in california it is 5-10 rounds or so

#

So 5% to epic from the whole sale price

#

What about VAT taxes ?

plush yew
#

can somebody hep me with projectile movement?

valid pike
#

Wrong chat again

#

what are you using

#

BP/C ?

pearl sonnet
#

lol

#

make your own platform like all the cool kids

#

you pay for exposure and ease

valid pike
#

Isn't it Discord?

pearl sonnet
#

i dont know, what are you talking about
i was reading back chat

plush yew
#

how to limit click speed

thick herald
#

break players fingers

plush yew
#

haha so funny you are

#

Does anybody know?

quaint hull
#

how do we rotate the pivot of static meshes? middle mouse is to move it, but I want to rotate it so it stretches fine

manic pawn
#

assuming this is a mesh that you rotated already, change the mode to local

#

there's an icon to do that in the top toolbar where you also set the snap distance etc

quaint hull
#

it was actually a brush model converted to static mesh

manic pawn
#

I don't think that's an option in engine

quaint hull
#

ok

quaint hull
#

what d oyou mean by middle of the screen? is it a shooter?

#

like a fps game and yo uwant to click on something

dry nebula
#

yeah

#

basically the Click event activates because of the mouse, not the cursor in the middle of the screen

quaint hull
#

then you have to use something else (a trace)

plush yew
#

and i fixed my stupid problem

quaint hull
#

the mouse event is used for mouse games

dry nebula
#

oh, ok

quaint hull
#

the cursor in the midle of the screen is actually not a "cursor"

dry nebula
#

Techinally yes, but how to I get the input from the middle of the screen?

quaint hull
dry nebula
#

isn't that expensive?

quaint hull
#

no that's what you use in any fps game sinceforever

dry nebula
#

ok

#

how do I send this event to the correct Blueprint?

opal berry
#

so if I put a game on steam and sell it and made in 3 months 3,000$, steam gives me 2100, does that mean I only made 2100 so I dont give epic anything or what

#

still dont get it

cosmic matrix
#

yeah it is

opal berry
#

are you sure or guessing?

cosmic matrix
#

Put it on epic store

#

i m sure

opal berry
#

ok

#

How much do I pay to put it on epic

cosmic matrix
#

12%

opal berry
#

i

#

k

#

I ment how much to put it in the first place

cosmic matrix
#

If u are on steam with ue4 it s 35%

#

^^

#

30% for steam

opal berry
#

ik

cosmic matrix
#

and after 3k by trimestre it s 5%

#

for epic

opal berry
#

my question is that do I have to pay money to put my game in the epic games store like steam its $100

tall pendant
#

No.

cosmic matrix
#

I think you must contact staff but i don t think

dry nebula
#

I think you have to recognzied to be put on the Epic Games store

cosmic matrix
#

Yeah that s the same think with steam

dry nebula
#

No, you can put any game on Steam as long as you have 100$

#

but the same can definitly not be said for Epic Games

copper flicker
#

why would you want to sell on Epic Fail store?

cosmic matrix
#

Steam asking your compagny id

tall pendant
#

It's not the same as with Steam tbfh.

#

Also: You can def. sell as Individual on Steam.

plush yew
#

How does melee work πŸ˜•

cosmic matrix
#

each game you sold on epic store is a higher revenue that on steam

tall pendant
#

How so?

copper flicker
#

it is, except nobody buys games there

dry nebula
#

Yeah, but it is still harder to get it to Epic Games store, there isn't even any way to publish it directly from the Epic Games launcher, you would have to mail Epic Games

tall pendant
#

I kinda doubt nobody buys on EGS.

plush yew
#

Well, don't you have to message steam as well to put your game on it?

tall pendant
#

Their figures clearly speak for themselves.

dry nebula
#

well, there is a lot of trash games on Steam, there isn't really good moderation, you can put literally nearly everything on Steam

plush yew
#

I see

tall pendant
#

Obv. there's tons of half arsed trash on Steam. Thats what you get when open up for every derp operating out of mum's basement and set the submission fee to a whopping 100€

plush yew
#

Doesn't it have to be greenlighted first tho?

#

By the community?

tall pendant
#

Nah

dry nebula
#

no, greenlight is to make it more popular, I think it's just that it gets verified, and therefore makes the recommended

tall pendant
#

There is no Greenlight anymore btw...

dry nebula
#

Greenlight is just a spotlight

#

oh

cedar snow
cosmic matrix
#

XD

tall pendant
#

It was replaced by Steam Direct a while ago.

cedar snow
#

the bitter thing is that they're probably more successful than the average indie

dim plover
#

SteamSpy has them at Owners: 20,000 .. 50,000 Quite a good amount for a pretty decent price too. For something I imagine took little time/money/effort. Didn't see the gameplay, can't view the page.

plush yew
#

May I derail the conversation to Something else for a bit? I've never worked with Unreal Engine, But I've dedicated a year to Learning C# and then into unity, I feel like I've made a huge mistake as UE4 seems generally better, is there no support for C# development with UE or do I have to switch to C++?

opal berry
#

can anyone explain the new UI in 4.24?

#

when creating a new projecy

#

project

tall pendant
#

Nope. No C# for UE4.

plush yew
#

So C++ it is Internal Screaming

tall pendant
#

I think there was an community thingy long ago but...afaik it's dead.

plush yew
#

How Familiar is C# to C++

#

Like will it take me a long time to make the transit?

craggy kraken
#

If you understand programming concepts no it’s not a bad transition

dim plover
#

Yeah, for the most part, it's not that bad. UE4 makes the majority of it pretty mindless.

plush yew
#

UE4 Simplifies it?

valid pike
#

"How Familiar is C# to C++"
Like "Car" and "Cat" IMO

cedar snow
#
class Cat : public Car {};
craggy kraken
#

XD

dim plover
#

Cat.drive();

cedar snow
#

well, it has 4-paw drive

valid pike
#

See lots of similarity and context

#

but still different things

dim plover
#

Anyway, no, I actually think about this somewhat often, learning UE4 is ROUGH.
There are things you have to consider to not corrupt stuff.

valid pike
#

lol

#

Hit Hotreload

#

and stuff is corrupted

#

:d

#

no need to make it harder than that

#

GG

cedar snow
#

yeah i was thinking this: learning c++ is manageable, but learning ue4 and c++ at the same time is ... quite the experience

valid pike
#

Well I learned both kind of at the same time

cedar snow
#

same here

plush yew
#

C++ looked like complete gibberish to me

cedar snow
#

but it wasn't exactly easy

valid pike
#

not that biggy if you are familiar with C like langs

plush yew
#

Hence why I picked C# compared to it

cedar snow
#

i wasn't lol

#

well, c# yes, but that didn't help that much imo

valid pike
#

hm

dim plover
#

I also did both at the same time. Started maybe 1.5 to 2 years ago. Didn't know what a class was at the time.

cedar snow
#

the devil is in the details

valid pike
#

I was using ObjectiveC before

plush yew
#

Well I mean, with consistency anything is doable and learnable

valid pike
#

the UE C++ was an easy transition with all it's UPROPERTY UFUNCTIONS etc

cedar snow
#

i was also fighting the ue4 gameframework a bit

#

coming from unity

#

felt/feels a bit more arcane

plush yew
#

Well I only went through the basics of Unity

cedar snow
#

unity is dead-simple compared

plush yew
#

So atleast I didn't lose time in that sphere

dim plover
#

Also, if you don't start with BPs for a little bit, it'll be extra rough.

cedar snow
#

unless you want to become a ue4 game dev, you probably didn't lose time, as you still progressed as a general game dev

plush yew
#

As General yes, I only got into engines like 2 days ago, since I thought I am pretty far on in C# and decided to get into engines.

#

@dim plover BPs?

cedar snow
#

blueprints

plush yew
#

Is there a place for reading materials on UE4 sort of a place like MSdocs or something?

cedar snow
plush yew
#

Thanks

cedar snow
#

i firmly advise on doing a very small project in both engines and only then deciding

plush yew
#

Already have started making a small melee game in unity, probably going to do the same type of small game in UE4 and compare the process in both.

cedar snow
#

great idea

#

#multiplayer is probably the better channel for that question @mystic dune

mystic dune
#

Okay

hushed rivet
#

Guys I need some guideance when it comes to trees. I have my workflow down to making the tree, twigs and leaves however where I am struggling is allowing the leaves to be substance controlled via an atlas sheet and the twigs seperate. My issuse seems to be overlapping UV space between the leaves and twig texture. I cant scale the twig down and I cant move the leaf uv since the atlas generates it right in the middle of the texture. Im sure its something simple im missing but I cant get my head around it.

#

Keeping them as seperate objects prior to export may work, would that cause any performance problems? I would have the tree, twigs and leaves all seperate.

green lake
#

Ello, i wanna ask how to make the whole landscape being in same contrast, for some reason the center is somehow highlighted out of the remaining part of the landscape

#

I thought it's lighting, but i'm not really sure it is

#

nevermind, i re-open the level and think it fixed

plush yew
#

what would be the way to record some playtesting in editor? I want to set up some camera actors and record while playtesting (I have 0 experience with matinee and sequencer)

sudden agate
#

@green lake simply bake lighting

shadow void
dim plover
#

Is there a way to open multiple animation assets? I.e. two animation sequences, or two montage assets.
I refuse to believe that only one can be open at a time.

gleaming creek
#

Does anyone know of any plugins or macro libraries for doing geometrical maths?

#

I'm thinking of things like calculating where two shapes overlap, calculating the shortest path/distance between two surfaces

clever flare
#

is there a way to turn off global illumination for certain objects? i have a lamp that turns brown from wood beside it

pseudo swift
#

Hi guys, im wondering how I could bake the lighting for a concrete ground plane when I have a light which color I am animating in the sequencer, right now only my puddles reflect the new color while the ground itself do not become affected by the changing colors, any fix for this ?

pseudo swift
#

change to stationary?`

normal burrow
#

stationary is for this yes.

#

you just have limits on how much stationary lights can overlap afaik

plush yew
#

can you bind a dispatcher event from a separate blueprint?

kindred viper
#

yes

#

@plush yew

spice canopy
#

That is the main thing I use dispatchers for

kindred viper
#

the main thing I use dispatchers for, is to confuse people who call them delegates. πŸ˜‰

#

seems strange the language between blueprint and C++ is different for certain types

stone oar
#

@gleaming creek Sounds partly the problem I had and fought couple of weeks to solve it. I'm making a puzzle game and I wanted to calculate the percentage on how similar two images are when compared to each others. I ended up with a solution how to calculate overlapping geometric area (red in the image) of two or more silhouettes. no distances though.

kindred viper
#

You can compere pixel colour in a shader and output a normalised result for comparison of images. It's kinda suited to it with the way it raymarches

stone oar
#

I use material which has Blend_Exclusion node to do the overlap coloring. I didn't find how I can anything calculated and out from the material, like the size of the overlapping area with just nodes and not writing shader with code (that I can't do)

kindred viper
#

anyone can write a shader πŸ™‚

stone oar
#

I get the result out in BP by making a render target from the material. Then I calculate the result in C++ .

#

I have done shaders a little.. but never in UE4

kindred viper
#

same thing really. it supports HLSL and you can convert others into it. Materials are just shaders really (with a load of bloated crap in them) :p

stone oar
#

But how I can get a value from shader to BP or C++?

kindred viper
#

there is a custom node you can use. I often input values into shaders to manipulate them.

#

there are material parameter collections too for sending data between BP C++ and the shader internally

stone oar
#

So, it's possible. Thanks! I searched everywhere but it seems that there almost nobody that actually writes shaders by themselves

#

Not much tutorials or anyhing about HLSL use in UE4

kindred viper
#

yeah I had use for it with a slot machine where I created dynamic winline graphics. Used parameter collections to pass results of the winline in and the shader drew it appropriately

stone oar
#

Sounds good, I have to do comparison in real-time when player is moved the game object to it's desired location. Current solution involves too many components and is rather complicated but works.

#

Thanks for the tips! I try those when I rewrite the prototype's code.

kindred viper
#

no worries. There is documentation there for Material Parameter collections and using Custom Nodes in materials. So with a bit of a google-fu session you should be fine

stone oar
#

I have done some basic HLSL before, so shouldn't be too bad. I'll search those!

normal burrow
#

you just make a custom node in the material editor damsteri

#

its a node named custom

#

and place your hlsl inside it

stone oar
#

Well, that isn't bad. I'm sending values from BP to materials now already (DMI and parameters), but can't get the result out from it. I need to send the created RT to C++ and calculate it pixel by pixel

gleaming creek
#

Ah, my question was more about 3D space

stone oar
#

@gleaming creek Maybe this conversation still have some value to you?

gleaming creek
#

Trying to calculate three-dimensional paths, which needs finding the shortest path between two portals, which are effectively two planes at random angles

pseudo swift
#

@normal burrow i built the lighting but still get weird colored light on my ground, any tips when the light color is animated on how to build it properly?

gleaming creek
#

Right now I'm cheating my having the planes be unrotated only, because it makes the maths much easier

stone oar
#

Step by step

normal burrow
#

nah no tips from me carl, i've done only limited stuff with lighting

#

search the internet

blazing shore
#

Hey all! Any Sony devs here? I'm trying to get setup with the partnership program but I need a static IP address. I'm wondering what services you use, and the cost.

#

I'm more of an artist, so apologies if this seems obvious, but I'm the only dev on my project at the moment.

stone oar
#

You already asked from your ISP how much a real static ip would cost?

blazing shore
#

Yeah, I have Spectrum in my area, the prices actually seem reasonable, but I was told a VPN service might be more cost effective.

stone oar
#

Might be cheap, I had static ip for just 9€/month some years ago. It can be also expensive if you need to get a business contract

blazing shore
#

@stone oar nice, that's a good price. Spectrum doesn't provide residential accounts with static IP's, you need a business line, which is fine, and the price isn't that bad.

stone oar
#

Well, they did that where I lived too... one day they contacted and said that I can't have static ip anymore in a residential account, they changed their policy

blazing shore
#

Ahh okay.

stone oar
#

I have no experience of using VPN for that purpose though, maybe someone else has

blazing shore
#

@stone oar Got ya. Yeah I'm just trying to figure out which other options I have before going to Spectrum for the service. If I can set it up myself and a little cheaper, that's obviously better. But like I said, Spectrum prices aren't that bad.

proud hedge
frank escarp
#

@blazing shore VPN is a bad idea

#

pay the extra in your internet

#

VPN is only a choice for the ones that really do have no other choice because static IP is infeasible for some reason

ornate ice
#

Hey Anybody knows how to preserve a class reference after destroying an object

#

I have this
and lets say I pick up that item
the moment I destroy it from the world
the Class goes to None

neat forge
#

Hello, I am merging two characters from different assets into one (Advanced Locomotion System and Dynamic Combat System) What is the order in which Id move things over? I have ALS character parented to combat System but I want to merge them into one so its cleaner

ornate ice
#

I want to avoid having to set the class for each object everytime

#

but when I destroy the object the class gets lost

kindred viper
#

you should be able to simply store it in a variable. Garbage collection will take what it can when an object is removed. But if you store the class reference in another var, that will only get cleaned up appropriately

blazing shore
#

@frank escarp Yeah, that seems to be the case (especially with the recent NordVPN breach lol). I think I'll just go with the internet provider route. Seems like it'll be more stable as well.

humble stratus
#

hi folks. I set early z pass back to default (Decide automatically) and now my project crashes every time. Any ideas what I can do to fix this?

next badger
#

@ornate ice you probably should not have a class reference in a first place if it can be randomized...make a data table, add classes there, and use enums to pick them

ornate ice
#

I solved it

#

πŸ™‚ it was another stuff

#

totally dumb

#

@next badger BTW is there any reason why I cannot have a Data Struct have a reference to another data struct that contains it?

#

like

#

Dialogue Node
-> Owner
-> TextLines[]
-> Choices
-> TextLine
-> Dialogue Node (To Continue another Conversation)

kindred viper
#

a struct is compile time, so to contain itself would need to compile itself first, in order to compile itself. See the issue? The workaround is use an array

whole turtle
#

hey everyone! o/

#

does anyone here know what's going on with the ARCore Updates (or ratehr lack of)?

normal burrow
#

you cant have an array of a type inside of itself either marc, a pointer is okay though. if you meant TArray then yea thats okay too

whole turtle
#

new release preview and the Plugin is still ARcore v1.7 (same as 4.23 release) while google is on v1.13 ?

#

also Unity is running ARCore v1.13 already

#

does anyone know if Epic is about to stop supporting the plugin?

bitter iris
#

can anyone help me with this Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PhysX3PROFILE_x64.dll' (GetLastError=126) full log; https://pastebin.com/KQ40FsCY

#

im using vs2017 but says 2015 on there

abstract relic
bitter iris
#

that was just a load of jiberish to me πŸ˜„

#

I found this solution

#
UnrealEngine-4.22.0-release\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015
to
WindowsNoEditor\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015```
cosmic matrix
#

Hello,

#

Anyone know if there is anyway to generate a rig file

#

I need this to use for retargeting but by default there is only humanoid

#

thx for tag me if any solution or response

sharp crest
#

Keeps happening every time the game starts πŸ˜‚ so funny like wtf

kindred viper
#

timing is everything. its accessing a reference that doesn't exist

abstract relic
#

Hey, at least it’s an easy error

sharp crest
#

Guys u dont get it lol
The error is that a variable is not valid
But the error comes from the is valid node
Which is supposed to fix the error

normal burrow
#

tbjbu2 and does it go to an AND statement or something?

sharp crest
#

no it's just the default engine one

normal burrow
#

then you must be getting a reference off an invalid reference

sharp crest
#

what

#

lol

weary basalt
#

What does the node setup look like?

sharp crest
#

well I have no idea where the error is because when I click it it sends me to the default engine IsValid function

#

it's not rly a big deal it just happens on startup just a weird issue lol

weary basalt
#

It tells you its in PrimalPlayerController

sharp crest
#

yea well that has many nodes

normal burrow
#

it should give you the full stack trace

sharp crest
#

pretty sure it's just a funny bug

#

it sends me to the isvalid function

#

so

#

the issue is there

abstract relic
#

Pretty sure it isn’t 😜

sharp crest
#

how do I fix it then thinkDerp

normal burrow
#

the funny bug is a lie

abstract relic
#

Look at the function it’s directing you to

sharp crest
#

ok gave up

#

where is the error now smart boyyy? @abstract relic

normal burrow
#

tbjubjut2 click ont he executing thing

#

says right in the error

sharp crest
#

Guys I clicked it and it sends me to here

abstract relic
#

Why are you branching an is valid node

sharp crest
#

omg

#

πŸ˜‚

normal burrow
sharp crest
#

but

#

the issue is not there

#

it's in the function

#

it says it

normal burrow
#

but thats where it is.

sharp crest
#

no

#

it's not

normal burrow
#

yes, it is

sharp crest
#

the function is from the engine default

#

lol

abstract relic
#

Eh, best not to bother pat.

sharp crest
#

o

normal burrow
#

Your IsValid call is there tbjbu2. the isvalid is not the erorr, the thing you are passing to invalid is likely a variable on another object reference which is invalid.

sharp crest
#

this was it

then you must be getting a reference off an invalid reference

#

still a bug here cuz it directed me to the isvalid function macro thing instead of my graph

abstract relic
#

Good job β€œboi”

sharp crest
#

actually not sure i f that was it

#

its' still erroing

#

lol

#

Idc going to sleep

#

gn

#

oh wait no it's fixed

#

ok

#

klol

#

guys dont be like me and go to sleep at real times

#

not 4am

chilly gale
#

Which ini file is r.Streaming.PoolSize in if I wish to set it permanent please?

sharp crest
#

@chilly gale ok, I admit, this one was a bit of a tricky one to google - but still done it

#

also u can just run the command on begin play ShrugColors

chilly gale
#

Ok thanks, I been using the console BUt that don't saty

sharp crest
plush yew
#

Hey, I have a fast one, I hope. I'm importing textures I exported from SubstancePainter. I went through the nodes and connected them, but am not sure if I connected the emissive node correctly. The colors appear where they're suppose to on my object/geometry, but they aren't glowing like I made them in Substance Painter

sharp crest
#

did u try connecting the textures to the emissive in the material
no idea what u r talking about but that might be it

abstract relic
#

First then first, do you have the emissive map?

#

After baking

plush yew
#

I'm pretty sure I did. I did bake my objects, applied black masks, the channel is there. One sec

sharp crest
#

it's not connected to emissive

plush yew
#

Oh. Sorry

#

I disconnected it

sharp crest
#

good idea

plush yew
#

But when it was connected, it did nothing still

sharp crest
#

doubt that hdsmiley

#

what texture did u use

plush yew
abstract relic
#

May I see the mask?

plush yew
#

In substance?

abstract relic
#

The texture

sharp crest
#

try multiplying it maybe, see *100 if it's any different

plush yew
#

The masks and textures themselves are in Substance Painter I mean and

#

I'll try that. I did try using multiply but am pretty sure I didn't do it right.

#

As far as seeing em. One sec

sharp crest
#

liek this

#

like

#

just with emissive

#

lol

abstract relic
#

It’s a very desaturated colour. The intensity is based on the grayscale

plush yew
#

Here's what happens if I multiply and, one sec. I'll show you the textures in substance

sharp crest
#

change the 1

#

to 10000

abstract relic
#

Multiple by a high number 😜

plush yew
#

How do I change the number

sharp crest
#

my screenshot

abstract relic
#

Click on the node

plush yew
sharp crest
#

hot

plush yew
#

Sorry. I guess my head's a little on backwards.

sharp crest
#

dont think thats possible but ok

abstract relic
#

Or add a constant node (hold 1 and click as a hotkey)

sharp crest
#

or add a parameter and make an instance hdsmiley

#

are your eyes burned by my 10000 yet?

plush yew
#

That's odd...

sharp crest
#

yea it's pretty odd that you are sending this message without any context

plush yew
#

It was showing on the ball for a moment

#

Not on the object inside of

sharp crest
#

that sounds very unclear

plush yew
#

Yikes. That's pretty bright

normal burrow
#

press apply

plush yew
#

Sorry

#

Like I said, my head's on backwards.

sharp crest
#

press save thats faster

plush yew
#

But yes, hazzah

#

It's working now

sharp crest
#

good send us a shiny pic

plush yew
#

I'm not doing the one you told me to

#

Because I don't want people to have a seizure, but here's a more reasonable emission

abstract relic
#

Yep. So emissive color uses saturation as the alpha if you do not have a mask in place. Multiplying the rdg will brighten it

plush yew
#

This shit's gonna be lit up though. Cyberpunk everywhere

sharp crest
#

cool texture

fallow abyss
sharp crest
#

I'm not doing the one you told me to
Because I don't want people to have a seizure, but here's a more reasonable emission
too bad

plush yew
#

Thank you ❀ And, I did have a mask in SubstancePainter. All I really did was take a color

fallow abyss
#

Why have this bug xD?

plush yew
#

and only apply emission

abstract relic
#

πŸ‘πŸΌ just letting you know why that was happening

plush yew
#

Then, I adjusted the emission settings

sharp crest
#

@fallow abyss it's because your inability to give context

fallow abyss
#

Anyway Coool texture

plush yew
#

Flex flex flex

#

But it's not that impressive. The lines more came from substance painter than me

fallow abyss
#

Hahaha lol

plush yew
#

That all said and done, thanks. You guys have been a big help

sharp crest
#

thats like saying my logos are not impressive because I use a photoshop plugin to make them

#

you should be impressed by the fact I found the plugin!

plush yew
#

I guess. It's just, it practically did it automatically. The lines just spread em automatically.

sharp crest
#

just dont tell anyone and take all the credit

#

say u drew it line by line

#

the program wont mind

plush yew
#

Lol. I'm sure my teacher'll know.

#

But then again, I don't think he'd care either

sharp crest
wanton slate
#

Jesus! Why I can't download ARTv1 for my 4.23 version of the Engine? Why I have to download it from third-party sites? It's perfectly working with Maya 2019.2 and UE4.23.1. WHY, Epic, WHY?!!!! 😑

abstract relic
#

does maya actually work though?

wanton slate
#

Yes, most of the time

plush yew
past pilot
#

anyone know why i cant change my frame rate cap? i added t.MaxFPS=120 to the ini, i have typed it in the console. i have turned off frame smoothing and set min desired to 120, still stuck at 60

#

ue4.23.1

normal burrow
#

typing t.MaxFPS 120 without = into console does not work?

past pilot
#

no

visual belfry
#

Weird, mine defaults to 120 and I have to turn it down to 60 all the time

past pilot
#

still stuck at 60

normal burrow
#

me too except 240, you sure its not just peak hardware performance kilrath?

#

vsync or something?

past pilot
#

its the 3rd person starter level on an OCd 6700k 64GB Ram GTX 1080 OCd

visual belfry
#

No other editor windows open?

past pilot
#

none

normal burrow
#

gsync?

past pilot
#

monitor doesnt suppoirt it. t.MaxFPS working fine in my source 4.22 build

normal burrow
#

kinda assumed your using stat fps right?

past pilot
#

both that and the toip corner of the editor

normal burrow
#

r.VSync 0 ?

past pilot
#

yea that did it... never had to do that before

scenic snow
#

is it possible to setup a multi user instance without being on the same network

normal burrow
#

not really santa, you can make a vlan but found it pretty hard to work with.

next badger
#

most people use vpn for that, but yeah, i guess latency should be like few ms to work in comfort

normal burrow
#

yea vpn is the right term lol

plush yew
#

Hey. Seems I came into one more dilemma. "^^

#

The alignment of my objects aren't exactly as good as I'd hoped. I need suggestions.

crude vessel
#

WTF is swarm agent

#

and why is it trying to communicate with the internets?

idle sail
#

@crude vessel I think its a program that can distribute a build across multiple machines

#

I could be wrong though not 100% on that

crude vessel
#

Okay, I was just using the example map provided by epic, and it was trying to get through the firewall and was ajist curious.

unique kraken
#

can i somehow grab the vertex color vector?

dim arch
#

anyone know why when I add a camera actor track to the sequencer, it spawns a new track saying missing object

fathom gust
#

Hello good people, I ask all of you to please guide me to a thread or video which discusses about dynamic lighting with skylight, preferably interiors, if there is any in your knowledge. I want to see how good results we can get with just dynamic skylight and post process

dim arch
#

assisgning the actor to the track doesnt work

#

@fathom gust SkyLight is an actor which adds lighting from all directions

#

You probably mean DirectionalLight (simulates sunlight)

uncut osprey
#

Is there a way to make the editor tooltips appear more slowly?

#

Uff found it

#

Window -> DeveloperTools -> Session Frontend -> type in "Slate.ToolTipDelay 2"

#

... for a 2 second delay

strong prairie
#

how do you change the background of the starting platform in one of the templates? do you have to set a material?

#
  • how do you change the color
abstract relic
#

Create material > add constant 3 node

strong prairie
#

do i start with creating a blueprint class?

abstract relic
strong prairie
#

thanks @abstract relic

#

how can i turn off the character to just use the camera in the third person view above?

normal burrow
#

You got through that video already?

strong prairie
#

i saved the video for later

#

since that is just a cosmetic thing for now

normal burrow
#

Ah, you set visibility to false on the characters mesh

strong prairie
#

thanks

pulsar kraken
#

anyone ever get dx11 errors?

#

Getting errors when building and running but not in editor..

strong prairie
#

do i deactivate the mesh on the right hand side or in the blueprints?

stiff spoke
#

I can not use this node helped me

normal burrow
#

Drag the Mesh thing you have highlighted into the graph. Then β€œset visible” (I think) to false Javin

strong prairie
#

not sure where "set visible" is

normal burrow
strong prairie
#

thanks!

#

after connecting them do i add a bool component?

#

for set visible?

normal burrow
#

You can have the node two times and just click the check box. Or set it to NOT isheadmounteddisplay if this is the idea

plush yew
#

Sorry. But can I have some opinions?

abstract relic
#

Y’all need better sleep schedules

normal burrow
#

This is an opinion, I agree

stiff spoke
#

It's beautiful @plush yew

plush yew
#

Thank you. Bow And sleeping's for squares.

stiff spoke
#

OK

pulsar kraken
#

any reason why i can only load the game once built with DX12?

ruby folio
#

Got a blank project. Imported a landscape. Was working fine yesterday. But now, when I hit play it hangs then crashes

#

Ahh. I have a blueprint which controls the time of day/year. If that is within the persistent level it crashes the editor.

stone finch
#

hey guys any way to Unreal remember pivot for group - Pivot offset do not work with group pivot

fathom gust
#

@dim arch There needs to be directional light but from what I have tested we cant do much in interior settings without getting unwanted shadows. Skylight makes an overall lit atmosphere which is actually pretty flat. I was wondering how can we up that another level. like getting some decent shadows or something. I wanted to achieve it without and bakes or point/spot lights. Everything real time dynamic

honest vale
#

you need to use DFAO if you want not-so-flat-indirect-lighting in UE 4

native cradle
#

All my UE collection went poof. I can open projects but not package them. has this happened with anyone else?

cursive walrus
#

hi im having trouble withg my sounds for my multiplayer game. the footsteps on server seems to be ok. but when i use client 1 or 2. seems the footsteps multiplied.

#

this how i set it up

small vault
#

Hey guys I'm working on a VR driving game and I'm struggling with how to set up collision to allow for collision with the environment as well as a physics asset that controls the car's mass etc and finally some colliders inside the car that allow you to have objects inside the car and put them on your seat etc. Would I just have to recreate colliders for all the individual components in the car as primitive colliders and add them as components in the car? Or could I do something in blender to more easily set up colliders? My car mesh is not really broken up into individual components right now so i'm just trying to figure out the best way to go about it!

dim arch
#

@fathom gust using a skylight adds omnidirectional lighting to a surface, it can simulate a baseline illumination value (if you assume that all surfaces in your scene receive a small amount of light) but it isnt physically accurate

#

you have to balance physically accurate lighting (which takes a v long time) with hacks like approximation and ambient light

#

the main thing you want is global illumination, which is available using RTX

#

if you have rtx on use r.RayTracing.GlobalIllumination.EnableFinalGather 1

#

if you need to light an interior scene with an outside light, you can try using light portals around the windows, not sure if they work with rtx yet though

uncut osprey
#

I eventually gave up trying to resurrect my ever-crashing project

#

All I did was rename some CPP files the wrong way, then rename them back

#

But from then on UE never loaded the project again

dim plover
#

Did you regenerate VS files?

uncut osprey
#

yeah

dim plover
#

Did you rename project files or engine files?

uncut osprey
#

Clean, rebuild, wipe the binaries and intermediates, regenerate, etc

#

My own CPP files

#

A class that was used by a BP

plush yew
#

did you do a redirect?

dim plover
#

What does UE say when it fails to open the project?

uncut osprey
#

It's done now, I'm just have a whine

dim plover
#

If you don't fix the issue now, it'll just come back to bite you again.

uncut osprey
#

Pops up with the UE crash / send error report dialog

plush yew
#

you'll need to do a redirect if you rename a class in the middle of the project

dim plover
#

Redirects might help, but failing to redirect shouldn't crash the editor. Maybe.

plush yew
#

its fine once you do it

#

if it was a bp inherited c++ class that was renamed, I wouldn't be surprised if it crashed depending on ue4 version

dim plover
#

What's the callstack? Maybe you're loading a BP class that is now broken.

plush yew
#

bp is very finnicky for that

uncut osprey
#

Nah it was just a class that inherited from UObject that was defined with UCLASS(BlueprintType)

#

I'm actually still wondering how you even delete a C++ class you make

#

There appears to be no delete option

dim plover
#

Just delete it in explorer, probably have to regenerate after that.

kindred viper
#

you do it in Visual Studio and regenerate the files

#

making sure you remove all refs first

cosmic matrix
#

Hello,
Anyone know if there is anyway to generate a rig file
I need this to use for retargeting but by default there is only humanoid
thx for tag me if any solution or response

uncut osprey
#

See, I kinda hate that

#

To delete a class I have to go outside the editor

kindred viper
#

and how is that anything but logical?

uncut osprey
#

But to rename a class, I went outside the editor and it nuked the whole project

dim plover
#

You can rename a class in VS, just fine. Can't rename the file, though.

#

Also, by the way, to properly compile, you have to close UE4, build in VS, and then reopen UE4.

uncut osprey
#

Well there are simple reasons Marc, but it's more that it's one process for one thing, but definitely not that process for another thing

#

Ah yeah, that's what I meant, rename the file

kindred viper
#

you get used to it I'd say. It's just one of those things you have to take as verbatim

#

its not even something live coding can help with because it will crash that too I guess

uncut osprey
#

Uff that's rough, Floss

#

Yeah I found sometimes a build in VS is enough, sometimes it isn't

#

So yeah, this cluster of things isn't fun

dim plover
#

If you compile/HotReload (without Live++) in UE4, your BPs and other .uassets may get corrupted.

uncut osprey
#

Mainly just unimpressed that the whole project was killed

kindred viper
#

pretty sure redirects will fix it

plush yew
#

hotreload is only for source files, not for header files, the list of things that can go wrong for using it for headers is excruciatingly long

#

it is 100% ok with source files aka cpp files though

kindred viper
#

never had the issues with it that others seem to have

uncut osprey
#

So this redirect thing involves editing a text file to specify new names?

kindred viper
#

yeah

#

often at times, reparenting goes a bit wrong, so active redirects were introduced

strong prairie
#

how do i swap out the camera from one unreal template to another project?

#

i am trying to get the VR camera to work in a regular project

uncut osprey
#

I think I'll avoid redirects

#

in the future I mean

#

For this project, I had already renamed the files back to their original names so I think redirects wouldn't apply

true leaf
#

Oh boy , one of my door blueprints was corrupted. I was able to use git to clone an old copy of the repo and recover the blueprints, but all the doors are still deleted/missing from my map. All of them . πŸ˜’

uncut osprey
#

:\

pulsar kraken
#

Has anyone received directX errors when building and running but not in editor when running?

bitter iris
#

I don't get what I'm doing wrong; ```[2019.11.11-14.10.17:346][ 0]LogScript: Warning: Accessed None trying to read property CallFunc_Create_ReturnValue
Menu_C /Game/Menus/Menu.Menu:PersistentLevel.Menu_C_3
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu:0104
[2019.11.11-14.10.17:347][ 0]LogScript: Warning: Script call stack:
Function /Game/Menus/Menu.Menu_C:ReceiveBeginPlay
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu

[2019.11.11-14.10.17:348][ 0]LogScript: Warning: Accessed None trying to read property CallFunc_GetPlayerController_ReturnValue
Menu_C /Game/Menus/Menu.Menu:PersistentLevel.Menu_C_3
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu:0045
[2019.11.11-14.10.17:350][ 0]LogScript: Warning: Script call stack:
Function /Game/Menus/Menu.Menu_C:ReceiveBeginPlay
Function /Game/Menus/Menu.Menu_C:ExecuteUbergraph_Menu```

lime cobalt
#

It'd be great if there would be more awareness about how UE4 can be unreliable

kindred viper
#

@bitter iris try adding the owning player as a player controller ref

lime cobalt
#

like, with a tumbler account with all the problems ppl have with UE4 and whatnot

weak cypress
#

what are the minimum requirements for unreal?

lime cobalt
#

I could prolly upload some file projects with reproductible crashes from various UE4 versions

bitter iris
#

πŸ˜„

kindred viper
#

On your Create Widget, plug in a regular player controller node (or your multiplayer equivalent) to Owning Player.

bitter iris
#

Okay ill try repackage

weak cypress
#

?

bitter iris
weak cypress
#

how to check my specs?

wary wave
#

hmm, having some weird problems with attaching a character to an actor

#

using the rule 'Keep Relative' for location is not giving me expected results

#

the character is being teleported hundreds of meters across the map

#

like the character world transform is being used for the relative transform

past pulsar
#

hi, anyone interested in making a math related educational indie game with me?

#

i need a programmer who is familiar with unreal engine (not necessarily math because i'm a math student and also a programmer

bitter iris
#

@kindred viper i put the player controller on the widget like you said still the same warning which wont let me start a server

past pulsar
#

it will be a puzzle game like Pythagoria (on Steam), Pythagorea (on App Store), etc.

#

we can develop a demo and kickstart it and the profit made will be all yours except the server maintenance fee etc

ornate ice
#

Hay anyone ever implemented a Dialogue System in BP?

lethal cliff
#

how do you fix meshes in Ue , which have a face problem after importing from Blender ? i already tried reverse faces with alt + N in blender and also triangulare faces.

mystic sand
#

Guys my character is breaking while importing

#

Plz help

zealous cloak
#

can i get my level blueprint into my actual actor blueprint?

#

i have some teleporters i want to be activated and deactivated

ornate ice
#

Anybody know if there is any performance implication in having all elements in the world being Pawns, with AI controllers

#

just wondering

spice canopy
#

@ornate ice yes. AI controllers execute a lot of things frequently. Depending on the xomplexity of the AI and the pawn though, maybe less performance hit than some graphics features

#

@zealous cloak you can copy and paste nodes and recreate variables but I dont know of a quick easy way to simply convert it to an actor blueprint

zealous cloak
#

i checked if my motion controller is within my collision should work

spice canopy
#

Also any references to placed actors will probably not work (but if they donlet me know). You will likely have to find or set them some other way.

#

Meaning actors placed in the level already

zealous cloak
#

nope

#

i want to deactivate some teleportes while im in them

ornate ice
#

@spice canopy I see I wanted yo try to make a Dialogue System based on this videos. Cause he uses the Behaviour trees too make the dialogues and that was pretty interesting. But Then I saw everything that has a dialogue interaction would require to be an AI Pawn of some sort

#

I've been trying to make a dialogue system with branching only with BP

#

but its fucking hard

grim ore
#

make a big old data table created in a CSV file with an ID and a dialog and ID's as the options

#

then your display has a starting dialog # and it shows it and the corresponding options

#

and it goes from there?

ornate ice
#

uggg all those ids sound like a maintanance hell