#ue4-general

1 messages · Page 578 of 1

grim ore
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you probably are not going to be able to do what you want if using the collision capsule

dire sentinel
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[SM5] Function SimpleGrassWind: (Node Multiply) Arithmetic between types float3 and float are undefined

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Can someone help me how to fix this?

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idk why it wont work

grim ore
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you are trying to multiply 2 different types

dire sentinel
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simple grass wind seems to be causing it

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?

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where?

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it is exactly same as this material

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only difference is one works and the other wont

grim ore
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Wind Intensity wants a float 1 (scalar) and you are putting in a float 3 (RGB)

dire sentinel
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ha

grim ore
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look at the output of your Texture Sample and compare it to the example

dire sentinel
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ok thx but why the fuck did it work in the other material?

sturdy schooner
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thats breaking it

dire sentinel
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aaah

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thx

grim ore
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the other picture you say that works is using the Alpha channel only so float 1

sturdy schooner
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RGB is a vector, and the grass func requires a single digit input

dire sentinel
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thank you

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any quick way to turn a greyscale image into single digit output?

sturdy schooner
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plug R in

dire sentinel
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or is the only way to do it in to change black to alpha in gimp

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thx

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dont know how i managed to digure it out the first time i did it but was long ago

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nope xD

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didnt work

sturdy schooner
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same error?

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pic plz

grim ore
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are you trying to turn a grayscale into either black or white instead of grayscale? so white is white and not white is black?

dire sentinel
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uuuhhh

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what

grim ore
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I guess we are confused by what you mean by greyscale into single digit output

plush yew
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@grim ore it's just the vertical axis thats inverted, left and right are normal, and its a mouse

dire sentinel
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isnt that an illness from game of thrones xD

frosty heron
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@grim ore was my keyboard .___. the driver was polling at 50hz and was only reporting 1keypress at a time, I adjusted it so now it's polling at 250hz :D

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it fixed the issue, so weird

grim ore
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@frosty heron lol, it's always the weirdest stuff

plush yew
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where do i find those? Project settings?

grim ore
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yes. If using the default third person template the Look Up is what is used for the mouse look up/down

plush yew
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that was it, i flipped the scale negative to positive and positive to negative

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thanks

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idk how it got set to that

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because i was never in there

grim ore
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super duper weird

plush yew
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i was normal on my last project this was a new map/project and the controls were inverted

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i started cursing the ghosts

grim ore
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lol

light vigil
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Hmm even changing the pivot point of the actor to be the bottom of the collision capsule

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Doesn't cause the actor to scale up from that point, which I find odd

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🤔

grim ore
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the actor is a child of the parent, it is scaling up from that point it should still be in the middle of the capsule when you scale up the capsule isnt it?

light vigil
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On the parent (the root actor, none of its components) I tuned a pivot offset to be equal to the collision capsule half height

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Which points the pivot point on the root parent to be correctly at the bottom of the capsule

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In theory (it looks right in editor at least)

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but scaling still seems to scale from capsule center, not pivot point

grim ore
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it depends on how you changed the pivot and how you are scaling. I dont think you are going to be able to change the pivot on the capsule from anywhere but the middle

light vigil
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So not on the capsule itself, in theory

grim ore
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yep but man it really does not like that from what I can tell lol

light vigil
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Yeah, it's odd, when I drop the actor into the editor level now it appears correct (pivot at bottom of capsule, as expected)

grim ore
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it also says local space offset so it might not apply to scaling in the world

light vigil
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Yeah, must not be changing the world space offset point

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🤔

grim ore
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my assumption is it's working correctly as the capsule is the parent and you are scaling the root/parent/capsule and it's pivot is pretty much locked to the center

light vigil
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Is there a best practice you recommend for setting up actors so that they can have scales but still correctly be positioned within levels?

grim ore
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the normal way around this is to use a scene object as root and then scale the children but you can't with a character due to the capsule being root

light vigil
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Yeah, for characters specifically in this case

grim ore
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characters are.... special if you want to start going non humanoid and normal setup

light vigil
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We want to scale the parent, not the mesh, so that attached objects li

grim ore
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do you need the character movement stuff?

light vigil
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like VFX scale as well

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yeah we need the character movement stuff (this stationary turret doesn't but it's an anomaly, most are regular characters that run around)

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Seems odd that scaled collision capsules can't be placed properly as just a general principle

uneven fractal
grim ore
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I think its more you want it to scale from the bottom rather than the middle being the issue

uneven fractal
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I managed to make snap points and nothing has crashed so imma call it a day

sharp crest
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nice

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Idk how I will survive in these 2 hours

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I hope they are adding wishlist finally

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I want lists too where I can have like a 'stylized' marketplace packs list

grim ore
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ok so something to consider @light vigil is the game will try its best to not let the item actually penetrate other surfaces like the floor so it's not going to get stuck when scaled

light vigil
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Yeah I do see them pop up correctly at runtime, so potentially not a big deal then 👍

grim ore
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I do agree its weird but I think its just the way the capsule is designed to be annoying

main chasm
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For some reason when I package my game the materials on my terrain go missing

grim ore
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grey?

main chasm
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All thats left is the grey checkerboard

grim ore
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did you try that material on something other than the landscape first like a static mesh? its flags are probably wrong

main chasm
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I did. It works on normal meshes

vivid narwhal
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Am I missing something with Sockets here? The line trace is making the debug sphere at the bottom of the blade instead of the tip.

main chasm
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I've tested other materials on the terrain as well. None of them make it past packaging

grim ore
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@main chasm go into the material, go into the details panel, scroll down to usage, uncheck all the used with XXX boxes, uncheck automatically set usage in editor and then check it again and then resave and apply it and then it should work

main chasm
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Got it, thank you!

shell kettle
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Is there a guide on how to open-source an Unreal Engine project? I'd like to look into potentially making a game from scratch along with the community.

sturdy schooner
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oh, or do you mean setting up a repo and such?

main chasm
swift spindle
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it's also advised to be aware of bandwidth costs when doing a open source project...

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replicating data across many systems can get expensive and fast

shell kettle
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Yeah I mean setting up a repository

swift spindle
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git ?

shell kettle
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Yeah

swift spindle
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you'll want to make sure GitLFS is going also

shell kettle
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Git and GitHub

swift spindle
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github has issues out of the box with unreal

shell kettle
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Oh really? What hosting service do you suggest?

swift spindle
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when it comes to git... you need to "pay me" to even think about it.... PTSD 😛

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just remember Git LFS

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and make sure your not uploading just ref files by mistake

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you might wanna look into gitKraken

shell kettle
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Hmm so git lfs allows you to upload more basically?

swift spindle
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not really.... the idea behind it is binary files

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which is what most things in unreal are

shell kettle
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Okay I'll be sure to use that. Should I just use the inbuilt version control of UE4

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?

swift spindle
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it does not have version control

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it has plugins to work with Git / Perforce / SVN if I remember

kindred viper
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Coming soon, Epic buys Perforce. 😮

shell kettle
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Right that must be what I'm thinking of. I've used it in the past put it was a bit hectic trying to solve merge conflicts and such between a team

swift spindle
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I would sugest perforce

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there is a free version for a small team

kindred viper
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perforce isnt as friendly to look at as Git in general, but once you get into it, its simple enough

shell kettle
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git and github are two different things

swift spindle
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some of the git clients are quite nice

sturdy schooner
swift spindle
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but... ugh... I've seen it eat so many files and projects

kindred viper
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i only used git for windows, it wasn't bad. Just lacked some features

swift spindle
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easy enuf to deal with clobber issues

shell kettle
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So local version control? If you're computer dies on you then you lose it all

swift spindle
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but ya.. not intuitive

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but then again.. git is all over the place with it's terms

kindred viper
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local version control is ok as long as its backed up, otherwise, store your depot with something you can trust online

swift spindle
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I'm personally running P4 on a nas with raid 6

shell kettle
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It just seems similar to storing several versions of the game on several flash drives and dumping them all into a file cabinet

swift spindle
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I've worked at large company's that did that...

shell kettle
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Oh gosh...

swift spindle
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and we had terrabyte amounts of data...

shell kettle
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That's when I run

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GET OUT WHILE YOU STILL CAN

kindred viper
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I have a picture of it somewhere, but I worked at an SEO company who kept the server next to the sink in the kitchen. It was the only server I knew of and nobody in that office backed it up unless the boss did.

shell kettle
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That setup is bound for failure

kindred viper
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it was like a meme come to life

shell kettle
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Oh man that would make me so nervous washing my hands

kindred viper
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I was quietly hoping it would fail tbh. They were charlatans.

shell kettle
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Haha just act clumsy around the office space and "accidentally" knock it over one day

kindred viper
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I ended up leaving with them owing me money and I just moved on because I knew it wasn't worth the hassle. Not my monkey, not my circus

shell kettle
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Good outcome honestly

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Oh... they didn't pay you?

swift spindle
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this kind of thing seems.. entirely to common

kindred viper
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yeah its why I ultimately left web development to do game dev

swift spindle
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feels like we need a channel for ppl to whinge about previous work places

shell kettle
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I'm working for a startup company right now and worried the same will happen to me

swift spindle
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save what money you get paid 😛

shell kettle
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You better believe I cash in my checks immediately

kindred viper
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im working for a startup company and haven't been paid yet. Stupid self employment ¬_¬

shell kettle
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And keep track of my earnings

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That shouldn't even be legal

swift spindle
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good luck with that 😉

shell kettle
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Yeah seriously

sharp crest
river magnet
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Hey

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Anyone willing to help me create a team?

kindred viper
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sure im not bad at football but my knees ain't what they used to be

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what you looking to do xKingdom?

river magnet
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Make a survival game

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Like rust

kindred viper
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what is the key selling point?

silk finch
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Hi guys, someone finded trouble with building vr for win64, using hdri backdrop?

river magnet
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Well I just want a team to help me Im going to start creating a survival game that is a local/ solo game

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It would be like rust but it would have zombies

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And I don’t like the guns in rust

kindred viper
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sounds like you would be better off modding rust

shell kettle
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You could open source the game like I'm thinking of doing

river magnet
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I’m not modding rust the game would be way different

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I’m just saying that as an example

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I’d need a level designer and some people to make models and texture

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S

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Then I would make the bps

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And I already made the gun modes

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Models

shell kettle
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Open source it

river magnet
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Could do that

swift spindle
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what about gameplay / networking / UI / art direction / bug fixing / unit testing / hardware testing / optimisation / network hosting / file management

river magnet
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I would need help with that a lot

swift spindle
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hence the reason for modding

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it's far more viable

shell kettle
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I don't know how many people would want to start contributing right away though. You'd probably need to have a reason for them wanting to help out

river magnet
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Well I’m going to put it on steam when it’s done

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And if it pans out well you get good pay

kindred viper
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hmm thats not gonna work out for you sir

swift spindle
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nope it's not

river magnet
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Rip

shell kettle
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I've been on projects like that before and never get paid

swift spindle
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lets start somewhere small

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while I say " small " small in regards to a large production is still beyond most groups of people

river magnet
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Ok Anyone interested in helping add me as a friend

shell kettle
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The scope of all my ideas are so much bigger than what I could possibly do in a reasonable time by myself haha it's sad

kindred viper
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its not sad. its just how game development works. its a team game

river magnet
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Exactly

swift spindle
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I'd sugest getting a collection of ideas / screenshots together and look at games credit lists to give u a better idea

river magnet
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I’ve tried making multiple games I’m just not smart enough to code and make perfect bps

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So I was trying to build a team

swift spindle
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who is....

river magnet
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Huh

shell kettle
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Game dev really does need teamwork like you mention. I'm not sure how to get people to help out for free though...

kindred viper
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I doubt anyone but those who follow Epic's coding rules does perfect Bp's and code, and even then its not always perfect. What is important is that it gets the job done in the least time possible without bugs.

swift spindle
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what I'm saying is.. most of us are not good enough by ourselves

shell kettle
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100%

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That's what is really holding me back honestly

swift spindle
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also.. very few ppl also don't have the time

kindred viper
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I did free work for a few years to build up some portfolio work. There are people who will do bits and pieces for free. But in order for that to culminate in a finished product, you need strict project management and tasking the right people with enough modularity than anything can be replaced.

swift spindle
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++

shell kettle
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Very true. I was involved with a team that loved a dying video game so much that we attempted to recreate it. Was a lot of fun, but we had a reason for it which drove our passion. Without that passion, no one would be willing to help

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So what I'm getting from this is that you need: 1) Teamwork, 2) Project Management, 3) Passion

swift spindle
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and preferably+ some resources

kindred viper
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it all helps. Project management can be the difference there though. Spending some time just creating an "idea" on paper through a site like Dundoc or Hack n Plan can give you motivation/passion. Then that shows others you put the effort in and that helps with the teamwork part. If you ever sign onto a project where nobody does the documentation of their work, consider mentioning it.

swift spindle
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++

river magnet
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Ok friend me if you want to help with the game

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I have the idea done

shell kettle
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Yeah that makes a lot of sense. How do you guys feel about Trello for planning? I know Subnautica uses it and it seems to work for them. Having a plan would show others that you're really serious about the project which would hopefully attract more helping hands

river magnet
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Ok

shell kettle
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@river magnet You have a link to the plan?

river magnet
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Nope

kindred viper
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trello is better than sending each other post-it notes in the mail. So its all good 🙂

river magnet
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I’m gonna finish it tommorow

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I’m photoshop

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For a concept dm me

shell kettle
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Oh gosh the post-it notes idea would be hilarious to see

river magnet
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Lol

shell kettle
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@river magnet I'm personally more interested in creating a horror game or class-based multiplayer

river magnet
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Mine will be multiplayer survival

kindred viper
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I want to create Path of Exile, but GGG already did it better than I would have :p

shell kettle
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I just watched the trailer for Path of Exile and that looks really fun

crude vessel
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The first rule of your first game seems to be 'you won't finish it unless you have something super super simple'

dim plover
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Rust clone seems more than super super simple.

kindred viper
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Rust has some shady code

shell kettle
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I mean having a basis to work with really helps so yeah

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Definitely simplifies things

crude vessel
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Yeah,pretty much of your idea is like a real game you'd buy in a storez it's probably too ambitious for a solo projects

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The thing about unreal is if you've been collecting free assets like I have, you pretty much have everything you need to make a shitty game.

dim plover
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How many players/characters can Rust handle in one server, and on screen at a time?

shell kettle
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I honestly agree. Personal experience has shown me that this is true. Others may have a different experience though with more motivation.

crude vessel
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But what I'm finding. Just messing around in my free time to learn the engine, is each factor of UE4 is its own learning curve, it just takes time to figure each bit out.

shell kettle
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There is also so much to learn so it

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is very daunting

crude vessel
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Like I've done 3D modeling and texturing, but I had to learn to rig and import it to ue4, retargetinf, physics assets, the material system

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Basic blueprints, retargetinf and source control

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And I haven't even scratched the surface

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I take one look at the Paragon assets and it's humbling

swift spindle
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oh.... I'm not a huge fan of the paragon assets... to be fair they look good tho

crude vessel
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So what I'm doing is just slowly building something to teach myself the skills

kindred viper
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there are some whacky techniques done in those assets

crude vessel
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Oh I mean the material shaders on them

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Like some pretty interesting stuff

swift spindle
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somewhat nightmare'ish

crude vessel
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Yes

shell kettle
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I think I see other developers creating their game solo and think I can just jump right in and do the same. I totally fail to acknowledge that these developers have tens of years of experience with them though.

crude vessel
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I agree

swift spindle
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but for sure... lots to learn there

crude vessel
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Yeah so my point is simply, don't think of your first game as a game but more of s vehicle to learn how to make a game

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Because until you make something, you don't have a real grasp on the effort or resources involved

kindred viper
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@shell kettle I have a friend who has made 5 games as a solo dev (with a little outsourcing here and there). He still barely makes a living off all of them combined. He gets his main source of money selling his modelling skills

shell kettle
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Dang the fact that he's even made 5 games himself is impressive despite them not being popular

river magnet
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What I miss?

crude vessel
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I totally get the love of brainstorming a cool idea of s game.

shell kettle
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I also think you could take those cool ideas and break them down into more manageable steps

crude vessel
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Like I myself get caught up in 'this idea seems simple enough'

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Yeah that's kind of what I'm saying

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Right now I'm focusing on building stuff around a custom character model

kindred viper
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I often take a month out to prototype things. Learn something new. See if I can make some magic that goes further than my archived projects folder. At the least, its fun. Kind of like playing an MMO that you can't really complete.

crude vessel
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Other people might want to rock a pre existing character and just jump into gameplay stuff

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Like I wanted to get more comfortable with blueprints

shell kettle
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Yes the planning process seems very important!

crude vessel
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So I made a random name generator, it has data tables, structs, enums, functions. It has adjustments to account for weighted random selection, it has all kinds of neat features, but ultimately it's just a silly name generator.

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But I now have a better grasp of blueprints and how various items tie togeth.

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Even learned a bit about UI stuff

burnt aspen
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after 4 hours of building I finally got ue4 on linux...
there really needs to be a ue4 linux binary database somewhere

kindred viper
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i made a weighted RNG a while back. Was fun

shell kettle
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I see game development as something that you have to constantly learn

crude vessel
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But I guess I'm trying to say if your solo dev, you need to do it all, so my avice is to do a little bit to get your feet wet before you think of doing anything big

kindred viper
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I see life as something that you have to constantly learn, so choose something you enjoy and master it 🙂

shell kettle
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Very true Marc. And wise words from you both.

crude vessel
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Yeha weighted RNG is fun

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So pick little goals and do them

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Make the simplest game you can think of, and work on that until you know what you're doing.

shell kettle
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I like breaking up the goals into small goals. I do struggle with times when I get stuck on implementing something though.

crude vessel
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Over the last year and change I've been getting back into games after tinkering a bit with HL mods in the late 90s

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And a lot has changed and I've been slowly working on learning how to work in a modern game environment

kindred viper
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that's simple. Megascans and PBR. win.

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😄

crude vessel
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But I guess my point is, when I do stuff now, I know the way I was doing stuff a year ago was kind of wonky

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But a year ago I didn't have the experience

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So that's why I'm suggesting. Work on something simple that's not your 'passion' or 'dream'

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Because if you're new, you're probably going to want to start from scratch once you figure out what you did early on was a terrible way to do it.

kindred viper
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I've been finishing up a plugin I started last year. And I already want to completely refactor it. Thats how much this game changes.

crude vessel
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Yeah!

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When I got substance painter I couldn't believe how amazing that software is

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But I look at my early projects and am amazed by how shitty I did them.

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Compared to how I would do them today.

shell kettle
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I seem to get stuck trying to organize everything and do things the right way the first time which really does slow me down a ton

kindred viper
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some of my first blueprints make me cringe.

crude vessel
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Yeah, I get bogged down in perfectionism

swift spindle
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it's a real problem that

crude vessel
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But trying to improve has pushed me.to become.better.

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If I just settled, I might have got more done but never learned as much

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A guess like all things, a balance.

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But I am.thankful UE4 has so much generously donated free content

shell kettle
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Yeah true, I do learn a lot along the way due to the perfectionist route

crude vessel
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Being able to look how things are done ', properly' really helps me learn stuff

kindred viper
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I watched Exilecon this week, and the lead game designer for Path of Exile is in his 20's. Consider that. He's learned enough to become lead dev in one of the most popular free titles, controlling what i consider to be the craziest development flow in gaming today. And here I am, 43, picking up plugins I didn't finish last year :p

crude vessel
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Yeah, as a fellow old.persom I can relate

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Haha

shell kettle
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Wow! That does seem like a special case though. There are some extraordinary people out there.

crude vessel
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But it's amazing how streamlined the tools.have become

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Yeah, some people have extrodinary drive and skillets

kindred viper
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yeah you can probably put that down to Unity's popularity pushing Unreal in the right direction

crude vessel
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Its good to be inspired, but people also should have realistic expectations

shell kettle
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I shoot for unrealistic goals, don't expect much, and exceed my expectations

crude vessel
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The most heart breaking thing for me is to read about people who think games are just about art and passion and don't understand why their project failed.

kindred viper
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I expect to die on the toilet, mid development cycle. And when they discover me, someone asks "what was he making?" and the forensic guy says "Chicken casserole by the smell of it"

crude vessel
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Haha

shell kettle
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And then they'll see one hell of a game you've created

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And you'll be a legend

crude vessel
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That's why you should make a small project that's the most offensive thing you can think of, and have it go online via a Deadman switch

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Just in case you pull an Elvis, you'll still be (in) famous

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Or not..

kindred viper
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I have a project for a game that isn't offensive so to speak, but it will offend a lot of people. So it's something I put on the backburner for when I have enough money to dump into it. So making tools for games to get funds seems appropriate

crude vessel
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I myself am making a scientifically accurate dragon based battle Royale MMO survival building trading card game.

shell kettle
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That sounds super fun and I would like to apply to be a playtester

kindred viper
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I had my eyes on making a fighting game but in my research, I played some and it became so complex in terms of logistics and the whole process of making a fighting game, I bailed. But during that process, I learned some anim blueprint stuff that will serve me well

crude vessel
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Alright, off to sleep

kindred viper
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gl hf

crude vessel
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I'd like to hear your insight on that

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If you don't have it written up somewhere, feel free to DM or whatever, it sounds interesting

kindred viper
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well im always around so catch me when you see me ranting in some channel as usual :p

crude robin
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anyone know of updated documentation for chase player in behavior tree. i can get random patrol to work but chase player never work no matter which way i do it.

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i even set the condition if it can not see me continue walking if it does see me set it to chase but still nothing.

normal burrow
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try swapping the position of the two at the bottom

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but the Can See player and everything below it on the left of Can't see

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I don't know much about behaviour tree, but maybe you meant sequence instead of selector?

plush thicket
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anyone know what's causing this lighting issue on my mesh?

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could it be overlapping UV's?

crude robin
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i dunno myself. i was having better ai using pawn sensing.

pulsar kraken
#

quick question what would you use to raise a character up and down slowly when a key is pressed? lerp?

strong mesa
#

Hellooo !

abstract relic
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Hello not Spammer 99

strong mesa
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Does any one know how do i compare tow actors one that i collide with and the other is stored in an array in my character

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haha xD

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i remember someone called spammer 99

normal burrow
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what would you like to compare sheriff 🤠

strong mesa
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okay so i have tow items , both are a duplicate from the same actor

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one i have in my inventory already

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and the other i will pick up

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how do i know if i already had one in my inventory by comparing them

grim ore
#

You can compare classes if they are the same classes

normal burrow
#

suppose thats the answer lol

vagrant trail
#

@grim ore Holy crap, what luck to see you in here lol
I was just watching your sphere trace vids and I have a question (if anyone has an answer as well though thats appreciated too)

#

I'm working on items in my game atm. I'm using a multisphere trace on the player to detect nearby items. When the player gets close enough, a widget pops up above the item telling you what it is. However, the widget still pops up even if its behind a wall and not visible to the player. How does one fix this so item info only pops up when its actually in view?

plush yew
#

Hey lads

strong mesa
#

i though comparing classes is advised to be avoided .. kinda like Event Tick

leaden bear
plush yew
#

Is this the official discord server for unreal engine 4?

leaden bear
#

I get this when I try and package a build.

weak reef
#

Is it possible to translate Blender3D material nodes to Unreal4 material nodes? (Ideally I'm trying to find a way to emulate Blender3D's procedural texture nodes for unreal4 material nodes, and to have it animated with parameters..)

plush yew
#

partnered doesn't mean verified

strong mesa
#

Yes it is

abstract relic
#

No acronaut

grim ore
#

@vagrant trail you can try using the was recently rendered node as a check before popping it up to see if it's on the screen. You could also stop the trace if it hits a wall or other item first

plush yew
#

Will i be violating the rules if i ask the following?.

Asking someone if they want to work with me on a project

grim ore
plush yew
#

Sweet thanks man!

#

How do you use it?

vagrant trail
#

@grim ore If I tell it to stop the trace on wall hit, wouldnt that stop it from tracing items near you on your side of the wall as well?

plush yew
#

Did i miss something?

grim ore
#

Maybe was recently rendered check might be better then

#

Check the pinned message in the channel

plush yew
#

Well, i got another questions guys for the more expert people who work in teams

#

How do you work with someone in UN4?

vagrant trail
#

@grim ore I'll give that a try, thank you so much!

plush yew
#

github will cause conflict if you both work at the same time.
Source control in the engine is the same really.
Mulit user editing requires you to be on the same lan connection

abstract relic
#

With lots of branches in your svn

grim ore
#

GitHub or perforce and you work in branches or with proper roles

#

It's mainly just proper roles

plush yew
#

ok, then if you merge everything things will be bad

#

hence you are doing something different to what the other person is doing

#

his code contains this and doesnt contain that from your code

abstract relic
#

You break it down into components. Ideally everything is modular as possible

plush yew
#

Well the issue is

normal burrow
#

yea you wont be merging anything but code in ue. everythings binary, thus why svn is a good pick

plush yew
#

The issue is most of the work is in the third player character

pulsar kraken
#

Any idea how you would get a mesh to land and stay flush with ground

plush yew
#

This server is unofficial lol

pulsar kraken
#

trying to land a hover tank ..

grim ore
#

You can break stuff up into components that go on the character like suggested or just keep one person working on it alone

plush yew
#

Why cant just epic games do something like peer to peer connection

grim ore
#

They dont have a need for it

plush yew
#

We, it makes the whole working experience better when working with people. Instead of breaking the work making you assemble everything again

grim ore
#

There are other alternatives to it as well out there and coming out like scene fusion

abstract relic
#

That’s not possible nor advised in a collaborative setting. You’d be creating a messy system

normal burrow
#

all you need is an apache web server for svn daniel. one of the two peers could run it

grim ore
#

But without being in the same place collaboration vlike you want is messy

plush yew
#

Isnt it the same as github source control but you have to host it@normal burrow

normal burrow
#

its more like git than github if that makes sense.

#

you just install a plugin to your web server

#

svn is much older, but it does better with binary files, and yea is very easy to set up and compresses things on the server nicely..
It does eat up hard drive on the client computer though as it stores a prestine copy without edits along side the one you edit.

leaden bear
#

I don't mean to annoy anyone, but this is my only roadblock for me to package my build. Any ideas on how to fix it?

plush yew
#

will svn allow us to work at once

abstract relic
#

Oh god redirectors

normal burrow
#

open up your engine ini file daquan sease

#

looks like you've got a manual redirector in it some how, that redirects to nothing

#

dislike redirectors.

leaden bear
#

Gotcha and thank you! I opened it up and not sure how to redirect

normal burrow
#

ctrl+f and type RecastNavMesh then find occurance

leaden bear
normal burrow
#

yea daquan... thats awefully malformed

#

i guess replace the ] at the end with ") and pray.

maiden swift
#

Anyone have insights into how I might automate the process of incrementing the build number on my game's title screen? I'm terrible at remembering to do it manually every time I package a new test build. 😦

normal burrow
#

zeb would know this

#

do you use jenkins or something pfist?

maiden swift
#

No CI at the moment, but even then, I don't know how that would work because I'm trying to increment a number that's in the game.

leaden bear
#

@normal burrow You rock!!!!!!

normal burrow
#

its something you could do with msbuild as a action. when build tool decides it needs to start running cl or something, modify the file and force it. but that is probably way more complicated than needed

leaden bear
#

Thank you so much, it worked!

normal burrow
#

was it me or the praying?

leaden bear
#

.......maybe both lol

abstract relic
#

“This doesn’t work, I will make it work” ~pat 2019

normal burrow
#

imagine the build number is used for client server protocol or something pfist?

frosty heron
#

Is there a way to fake directional lighting using the dot product in a material?

normal burrow
#

yep

plush yew
#

Finally had the chance to try out the planet atmosphere addition in UE4.24. Amazing work guys, works for every thing I need to do 👌

frosty heron
#

thanks @normal burrow :D

normal burrow
#

Yw that’s just the diffuse but you can get the rest

#

Works 👍 clouds aren’t very specular in nature heh

frosty heron
#

yeah, could use this for city lights too

rigid void
#

Does anyone know how to make a auto landscape material, or at least point me in the right direction

brave salmon
#

Function can modify state and cannot be called on 'self' because it is a read-only Target in this context
huh

normal burrow
#

Uncheck const

brave salmon
#

never use that so it's unchecked

normal burrow
#

Need more context then

brave salmon
#

hm maybe it's not allowed to call recursively pure functions?

normal burrow
#

Likely not a good idea

brave salmon
#

yeah set it to not pure and seems working

normal burrow
#

Pure is similar to const. It should t modify anything

brave salmon
#

it doesn't

#

it has local variable tho

normal burrow
#

If you click on the error it should show you where your trying to set a non local

brave salmon
#

it doesn't, cause there is no such 😄

normal burrow
#

Getting a ref?

spice canopy
#

Makes hover tank bank and pitch along the slope beneath it.

#

run once every Tick

#

Might have to modify for yours since this is specific to my project

strong mesa
#

Does for loop with break return complete when it breaks !?

normal burrow
#

Double click it @strong mesa

strong mesa
#

🧠 💥

#

it Does

plush yew
#

Is there a way for me to get the rotation data of a bone from a cached pose?

tame delta
#

I'm getting a crash on startup when converting different VR projects to 4.24pre3, anyone seen something like this, perhaps has some stuff I can try to make it load?
Assertion failed: Key.IsValid() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp] [Line: 5531]

cloud cobalt
#

What's the rest of the stack ?

tame delta
#

UE4Editor_Core
UE4Editor_Core
UE4Editor_Slate
UE4Editor_SteamVRInputDevice
UE4Editor_SteamVRInputDevice
UE4Editor_ApplicationCore
UE4Editor_Slate
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
cloud cobalt
#

No debug symbols ?

tame delta
#

Nope

cloud cobalt
#

Install them ? 😛

tame delta
#

There's no cpp in that project

#

It's blueprint only

#

Don't I need to recompile the entire engine if I install debug symbols?

cloud cobalt
#

Of course not

tame delta
#

🤷‍♂️

cloud cobalt
#

Recompiling would create new debug symbols

#

You just need to downloads them with your engine

tame delta
#

Ouch, Unfortunately this is a shared 10 Mbps connection

#

24GB of symbols would take me hours and probably get some angry stares :x

cloud cobalt
#

Well you can try looking at the output log for more information then

#

... Why would you use preview builds on a low connection when you're gonna need updating this three more times for a working engine 😛

tame delta
#

Don't really have a choice :/

#

Well the reason I'm trying to make the preview version work is because I'm hoping Datasmith can finally import sldasm properly

#

It's not necessary, but I can download the engine overnight so that's not a big issue

cloud cobalt
#

Not seeing anything either

coral talon
#

Hey guys, is there a way to copy sockets trough the similar statick meshes?

wary wave
#

@tame delta - you're going to need those debugging symbols, so if it means an overnight download, so be it

tame delta
#

@wary wave Yeah, I'll install them tonight 🙂 Just was wondering if there was quick and dirty methods that was worth trying (akin to deleting Intermediate/Saved...etc)

cloud cobalt
#

Probably not

coral talon
#

yeah, gonna do this thing by hand :C

cloud cobalt
#

@coral talon If you placed the sockets in your modeling app, you can copypaste them from there

#

And reimport the model

coral talon
#

yeah, thanks but i worning with existed meshes

#

thanks anyway ❤️

mossy nymph
#

@tame delta they take 20GB on disk, but the download is less then 2GB

tame delta
#

@mossy nymph Oh right! It's not quite under 2GB, it's 4.16 for me, but I guess that's much more manageable 😄

drifting sphinx
#

Hello, i'm new to ue4 and i'm having a weird issue (i'm printing my troll position and it is falling until it reaches the floor) What is the white fading supposed to mean ? Camera going away ?

cloud cobalt
#

No, that's just auto exposure

drifting sphinx
#

just disabled it, thank you very much 😮

wary wave
#

eye adaptation: fucking with users since 2014

#

that thing needs to be disabled by default, seriously

cloud cobalt
#

It absolutely does

#

It's pointless in pretty much every single game

honest vale
#

It is handy with day night cycles

#

Just have slow adaption

zealous fossil
#

Hi people! Getting into the community with a basic question.
Do you know if it´s possible to keep the LOD settings of a Static mesh when re-importing?

plush yew
#

whats a good channel here where i can post my tut that i made

zealous fossil
rapid lion
honest vale
#

pow(1-pow(distance/radius, 4), 2)

#

might want to consider glasses 😉

radiant haven
#

or a better monitor

rapid lion
#

hahah thanks

#

i should wear glasses sometime , i dont use them anymore

#

its working 😄 Thanks @honest vale

#

also @radiant haven i am indeed saving up for a new monitor

radiant haven
#

nice

#

still have a FHD monitor

#

no HDMI

rapid lion
#

why not HDMI?

radiant haven
#

dont have one

#

I spend 20€ for my monitor

rapid lion
#

oh really? thats cheap

radiant haven
#

and still use gtx650ti so It wouldnt worth it to buy a new montior

rapid lion
#

yeah true

#

i really like to save up for a curve monitor, im so curious how good will it be for gaming or playing the new Avengers 😮

radiant haven
#

😄

rapid lion
#

Me and you Avengers Assemble, when it release? 😄

radiant haven
#

idk I am not a fan of avengers

rapid lion
#

awh

#

thats fine

radiant haven
#

i am a fan of Star wars

rapid lion
#

oh me too, so keen to play that new star wars game

wary wave
#

Star Wars has been dead to me since 1997

radiant haven
#

whyä

#

SW 1, 2, 3 was bad?

wary wave
#

2 was one of the worst films I've ever seen

#

1 was not good at all

#

3 was mediocre

rapid lion
#

wow

#

i dont get it ? why is it bad for you?

wary wave
#

because no part of it is good?

rapid lion
#

well do you have a shot watch the others? 4-8?

wary wave
#

the writing is terrible, the acting is poor, the effects are passable, but so much of it doesn't even make sense in the context of the original films

#

4-6 are fine

#

5 is an excellent film

radiant haven
#

nah

#

dont like 5

wary wave
#

you need to realise I saw the 4-6 in the cinema

radiant haven
#

but I like Lando

#

nice

#

so ur quiet old I guess?

wary wave
#

not really

radiant haven
#

40

#

cause u need to be at least 12 to watch it

#

FSK

rapid lion
#

what?

wary wave
#

the first film came out in 1977

radiant haven
#

yeah

rapid lion
#

i wasnt born that year lol

radiant haven
#

me too

wary wave
#

if I had to be 12 to see it (not true), I would have to be 54 using your maths

#

FYI, it was re-released at the cinema in 1997

radiant haven
#

the 4th SW?

wary wave
#

but that's also when they fucked it up with the bad special edition crap

rapid lion
#

i remember the starwars movie i watch through VHS

radiant haven
#

WHICH SPECIAL edition

wary wave
#

the Special Edition

#

yeah, I had the originals on VHS

rapid lion
#

yeah i had one too, the whole 4 of it i think

wary wave
#

there's a fan-made special edition set doing the rounds on the Internet that are so much better done than the George Lucas special editions it's not funny

rapid lion
#

may i see it ?

radiant haven
#

BTW one of the best biggest YT channels

cloud cobalt
vestal drum
wary wave
#

hehe, probably

rapid lion
#

back to the lounge 😄

radiant haven
#

okay

lapis vine
#

Unreal lounge, its close.

vestal drum
#

so... do i understand this correctly that you don't have to pay EPIC 5% royalty if your game gets awarded a grant from a fund like let's say your countries gamedev fund? Only if it means a copy of the game or in game content is being sold?

cloud cobalt
#

Uh, no

vestal drum
#

Royalties are due on revenue from Kickstarter or other crowdfunding sources when the revenue is actually attributable to your product. For example, if the user is required to purchase a particular funding package to obtain access (now or later) to your product, or if that package gives the buyer benefits within the product such as in-game items or virtual currency.

Here’s an example of what we mean by “attributable”: Assume you provide two tiers of offers, a signed poster for $20, and a signed poster plus game access for $50. No royalties are due on ancillary products like posters, so no royalty is due on the $20 tier. On the $50 tier, the user is paying for the poster with a $20 value, and that implies that the remaining $30 of value is attributable to the product. So, for each $50 tier sale, you’d pay a royalty of $1.50 (5% of $30).
rancid jay
#

5% waiver if you launch your game in EGS.

#

So instead of 12%, you pay the 7%

wary wave
#

that's not what he's asking

cloud cobalt
#

@rancid jay Not how it works, not what he's asking

wary wave
#

but if you're not selling a product, you owe no royalty

vestal drum
#

this is the confusing part to me

when the revenue is actually attributable to your product. For example, if the user is required to purchase a particular funding package to obtain access
cloud cobalt
#

is the grant for a specific game ?

#

Then royalties

wary wave
#

"when the revenue is actually attributable to your product"

#

if it's a development grant, then no

#

because the grant isn't for the product

vestal drum
#

this implies that funding would need royality payment but also in the next sentence says only to copies or ingame content sold

cloud cobalt
#

Is it for your company in general with no particular game specified ? Then no royalties

wary wave
#

even for specific game it isn't owed

vestal drum
#

no the fund is directly for completing the game

wary wave
#

if you get a grant to develop game X, the revenue is not attributable to the product

cloud cobalt
#

To be honest, the EULA excludes this :

  Revenue from donations for a Product which are not tied to Product access or in-Product benefits; ```
wary wave
#

the product hasn't been sold, nor has something associated with it been sold

vestal drum
#

i missed that in the EULA

cloud cobalt
#

I'd honestly email Epic about it.

radiant haven
#

Blueprint Runtime Error: "Accessed None trying to read property Component". Blueprint: FlightFunctions Function: Get Socket LRV Graph: get_socket_LRV Node: Get Physics Linear Velocity at Point

Sadly still have this error couldnt fix it I am a bit frustrated

drowsy kite
#

Hi Guys, I want to see the output logs from standalone , is it possible ?

cloud cobalt
#

They're in the same place

vestal drum
#

thanks @wary wave & @cloud cobalt, i'll try to contact EPIC

rapid lion
#

anyone know how to make your level dark?

wary wave
#

err, don't include lights?

#

you may want a more specific question?

rapid lion
#

make a room dark

#

completely dark

#

cause when i made a room, it look like this

cloud cobalt
#

See the red warning text?

rapid lion
#

yeeah

#

?

thick herald
#

Maybe try building your lighting 🙂

rapid lion
#

i try that

cloud cobalt
#

Mostly, there's no point starting from a default level template for this

#

Create an empty level, drag a mesh and very small light, build and you're done

radiant haven
#

is it normal that the lightning build needs forever

cloud cobalt
#

Yeah

#

You can try out GPU Lightmass on the forums, it's a much faster community fork

plush yew
#

in behavior tree, can i make the timeout decorator succeed instead of fail on timeout?

opal timber
#

hey, Im currently playing around with unreal for the first time, I can't find anything online about this and i thought maybe you guys could help as im sure im just missing an easy fix.

Im trying to create an environment with a pack i just purchased and when i select create it just creates a large black shiney landscape instead of the material i selected

radiant haven
#

@opal timber u need to make an asset increment

opal timber
#

I also tried creating from a hightmap and selecting the material and it doesnt work.

I have however tested basic materials that come with unreal engine and they work fine.

#

oh right

#

ill google that now.

#

thanks

radiant haven
#

sry mean Layer

opal timber
#

thank you!

radiant haven
#

ur welcome

#

@cloud cobalt U said with Blueprint Runtime Error: "Accessed None trying to read property Component". Blueprint: FlightFunctions Function: Get Socket LRV Graph: get_socket_LRV Node: Get Physics Linear Velocity at Point

Well still couldnt fix it I odnt want to spam but I want to get it done

cloud cobalt
#

I gave you the answer three times

radiant haven
#

I know, the COmponenet but I dont know how to fix it

cloud cobalt
#

Neither do I

#

Read the doc ab out this function

radiant haven
opal timber
#

should I not be able to just directly create a landscape from this?

#

ooooh shit

#

i think i got it

radiant haven
#

ye#

opal timber
#

❤️

#

thanks

plush yew
#

how to fix?

cloud cobalt
#

Have you tried reading the red error messages ?

plush yew
#

but there is no fk skeleton missing??

cloud cobalt
#

Obviously one of your assets refers to that missing asset

plush yew
#

there is no missing skeleton

#

...

#

@cloud cobalt

cloud cobalt
#

It is, though

#

Since the log tells you as much

#

Don't act like you're magically right and the engine is wrong

#

Look around in the log for other errors or hints

#

If there is an error, it has to be fixed

plush yew
#

i maybe found it

#

but it says that ue4 will add them?

#

oh lol. I magically have added extra bone to charapose at some point

crude vessel
#

Not sure where to ask this, I was modding another game which I only had access to one vec3, and I encoded more colors into that vec3 in order to fit more colors in (with a lower color count obviously)

#

My question is, in regards to UE4, is there any scenerio Wich this would be a good idea?

#

I suspect not, but who knows

#

Like basically I encoded multiple say 8 bit colors inside a 16 bit color

wary wave
#

I'm not sure what you think you're gaining necessarily?

#

UE4 has LinearColors and Colors

#

one of which is low bit, but it's not used in that many places

crude vessel
#

Okay so

#

In my case I was limited to one RGB vec3 for a color mask

wary wave
#

like in a material shader?

crude vessel
#

But I packed 4 masks into one texture so I needed to assign say 12 colors with one vec3

#

Yes

#

This was using the shader

#

But in my case only one vec3 was exposed to user shader

wary wave
#

UE4's material editor will allow you to throw as many vector params in as you want

crude vessel
#

So my qesuton is in regards to UE4, is there any value of encoding extra colors into a mask like that vs just using more texture masks?

#

Yeha I know

#

That's why I love it

wary wave
#

so a vec3 and a texture are not the same thing, let's get that out of the way

crude vessel
#

But I'm asking, for example, storing one vec3 and feeding multiple colors vs just loading in multiple vec3

#

Yes I know

wary wave
#

you do have a texture sampler limit

crude vessel
#

But in my case it was a multiply tint mask

#

And I was playing with level based mask cutoffs too

#

Vs UV offset packing

#

Just trying to get more masks into the system without being able to load more masks

#

And I'm wondering if this would be of use with ue4, even though I could easily just add more.

wary wave
#

you mean you want to pack more data into a single texture channel?

crude vessel
#

Well I know it's possible but I'm wondering if the extra commands would make it worthless.

wary wave
#

I mean it's doable if you can accept the limited range involved, would be good for binary masks etc if you are running low on texture samples

crude vessel
#

Yeah I understand it would limit the total tonal range, in my experiemceamy masks can get away with fairly hard cutoffs

#

Like you wouldn't want it for a grunge or fur mask with feathering...

#

But do say I break up a RGB tint mask into 4 color levels, with a bit of a buffer between the ranges to take care of compression bleeding

#

That gets me 12 color masks in one RGB texture, more of inpack them into UV subspaces

#

But ammo going to get bitten in the ass by all the code needed to process these masks

#

I'm also wondering, can I make a blueprint to render out such a compound mask in engine?

#

Like feed it 4 full range masks, and have it auto adjust them to fit within the shader limits and tender them?

#

Basically when I was looking at how many permutations I'd need to make for certain variations on characters, I realized I needed a procedural way to implement these vs manually making variations.

#

In that engine I was much more limited than UE4, so I had no choice

#

But I'm wondering if any of these methods have any place in UE4?

wary wave
#

I'd imagine they would only get used very sparingly

#

there's not much call to do something like that

obtuse root
#

so I've given up trying to get all hits and reactions on one blueprint shared by 2 online players. I guess it's just not possible

plush yew
#

is there way to reset delay when not overlapping anymore

#

If i understood, maybe is better a timeline and also the end overlapping event.

#

I mean:

  1. Begin overlap->play timeline
  2. End overlap->stop timeline
  3. On timeline completed->do whatever you have to do.
dark rune
#

let the server spawn the weapon, and have client input tell the server you fired and let the server call the firing functionality on the weapon on its end
then have that call a multicast where only the effects are called and nothing else

is there a tutorial that can teach me this

safe rose
#

Damn. TIL (strange I've never ran into this in 5 years)... you can't attach a component (at least a box collision) to a simulating component and have it travel with it, unless you simulate that as well. I guess I never tried to before.

grim ore
#

have you looked over the documentation for networking @dark rune

plush yew
#

i already made this stuff work

dark rune
#

where is the documentation for networking @grim ore

lapis vine
#

lol

plush yew
#

when i put projectile movement to ball it disappears in 1 second

#

when i start the game

#

why?

grim ore
#

it's going somewhere using movement, find out where it is using the world outliner after you hit play. you can also simulate if you want to watch it in the editor

midnight gate
#

OI I NEED HELP

#

UI AND CONTROLLER HOW?

#

it work work

#

i have a xbox controller

dusky jay
#

Has anyone ever used the Asset Audit tool in UE4. I'm trying to optimize a bit and I'm not soo sure the difference between Disk Size and Exclusive Disk Size. Makes a big difference in this case :p

stiff spoke
#

@midnight gate what's the problem? @midnight gate

radiant haven
stiff spoke
#

What do you want to do ?

radiant haven
#

well i got this error

midnight gate
#

@stiff spoke the controller doesnt do anything

radiant haven
midnight gate
#

and yes i connected it

stiff spoke
#

Normal is a thing that is programmed

#

@midnight gate

midnight gate
#

what

#

i just want the controller to work

stiff spoke
#

In your menu of the game or in game?

midnight gate
#

its the start menu

stiff spoke
#

It's done by code

#

@midnight gate

midnight gate
#

well how do i code it

#

level blueprint?

plush yew
#

Is there way to make ball move infinity amount of time

#

in my ping pong game when i put ball to movement it stops

#

how to make it never stop or loose speed

stiff spoke
#

Me for that I watched a tutorial @midnight gate

#

In your menu text are in the button? @midnight gate

crude robin
#

Anyone good with behavior trees. been stuck with getting chase player to work it look like it not running the blueprints for aiperception even when i just put in print string

midnight gate
#

no i just used pngs but im gonna have it a text inside a button

crude robin
#

i walk in front of the ai and it doesn't even see me unlike if i code it in with pawnsensing

stiff spoke
#

What does mean pngs?

#

@midnight gate

normal burrow
midnight gate
#

png is a format of image

crude robin
#

ok

midnight gate
#

my buttons are styled like that

stiff spoke
#

You have to make your own button, but the code to do I forgot

#

@midnight gate

radiant haven
#

@stiff spoke

stiff spoke
#

Yes

radiant haven
#

u know ma problem?

stiff spoke
#

I did not understand what you want to do

opal berry
#

@tall crow My problem is fixed I am just trying to further understand light etc

wary wave
#

@Falk - there is nothing wrong with the node, as you have been told several times

#

the problem is you are passing an invalid thing into it

#

you will have to fix your code to solve that problem

sharp crest
#

For those that do rev share, how much do you give a level designer in %? (after platform fees or before)

merry gazelle
#

Does anyone know if this node will take a game screenshot during the game (e.g. a camera mode for players)? The tooltip mentions the editor so I'm not sure it's just for developers

midnight gate
#

help

#

what nodes do i plug to make a controller work

lofty wave
#

All my meshes' materials turn black/dark after building the light
Could someone please help me?

radiant haven
#

show pciture

grim ore
#

there is nothing out of the box for making controllers just work with UI. There are many options @midnight gate you will have to do research

lofty wave
#

Even though only the ground is green

radiant haven
#

sshow me material blueprint

lofty wave
radiant haven
#

delete nmodes from metallic and specular

lofty wave
radiant haven
#

delete Grass wind

lofty wave
#

The strange thing is that 2 materials are turning black
But I'm using one of the materials on a different thing and it isn't affected

grim ore
#

since you are building lighting, do you have proper UV's for lightmapping on that object?

lofty wave
#

Since I don't really know much about this I suppose this isn't gonna change it, right?

#

And btw the walls in my map are green tinted (probably from the green floor) even though the material is not green

#

I'm using the "M_Basic_Wall" Material

midnight gate
#

this is holy

grim ore
#

@lofty wave that would work in the mesh to generate new UV's from the existing UV's in channel 0 (the ones used for texture mapping) but we don't know if you even have valid UV's in the first place. If you go into a new basic map, drop that item in there and drop the material on it and build does it still look black?

lofty wave
#

I'll try

#

@grim ore Yep it turns black

grim ore
#

then it might be the mesh itself, if you open it up and click on UV you can see how many channels it has and see how they are laid out. It sounds like it might have bad ones

lofty wave
#

Well, I don't wanna say that there are none but...

#

There are none

grim ore
#

that would definitely cause the issue

lofty wave
#

Will "Unwrap UV" in Blender do the trick?

grim ore
#

probably, cant hurt lol

#

so it was showing no UV channels at all in UE4?

lofty wave
grim ore
#

oof, yep

#

you can technically generate new ones in UE4 but they uh... arent the best

lofty wave
#

IT WORKS

#

Aaaaa

#

Thank you so much!

grim ore
#

yay

midnight tree
#

Are there must do tutorials for UE4?

grim ore
#

everyone of them!

#

maybe just the getting started with courses on the UE4 learn website then branch off to the specifics you want

lofty wave
#

And I have another Problem:
The Shadows beocme weird after I build it

midnight tree
#

I am not sure what I want - that's the issue

lofty wave
midnight tree
#

But I wanted to create levels with megascans

grim ore
#

the shadow quality on the item needs to be increased, the lightmap resolution. Or you just stick to movable lights

#

@midnight tree then start with the getting started courses then look into level design on the learn website and 80.lvl

midnight tree
#

I watched a few courses about interface, now I am looking at blueprint tutor but not really getting it...

abstract relic
#

Just keep at it

grim ore
#

well if just level design you can skip blueprints because those are evil programmer things

mint raptor
#

Child Actors are giving me a rough time. The Child Actor doesn't seem to reflect the relative positions set in the actual actor. The changes don't propagate to the world.

#

On top of that I can't edit the positions of the individual components of the child

#

So I'm in this situation were the actual actor looks good but in the world it doesn't look right when used as a child actor

midnight gate
#

DOES NO WORK

#

UI WITH CONTROLLER IS IMPOSIBL

mint raptor
#

Just reverted my map and it seemed to fix it

#

maybe needed to be checked out?

cloud cobalt
#

@midnight gate Can't read your screenshot, much too small.

mint raptor
#

oh noo looks like a bug

#

If you move a piece and Ctrl + Z it doesn't propagate the Ctrl + Z to the world.

midnight gate
#

im trying to setup ui

#

to work with controller

cloud cobalt
#

So what doesn't work ?

midnight gate
#

the controller in ue4

#

in the ui

cloud cobalt
#

What happens vs what should happen ?

worthy flame
#

is there a way to make the variable not change its value. it stays the same?

midnight gate
#

well what should happen is i start playing the main menu level and use the buttons with a controller and what happens i open level TRY TO USE THAT CUTE GAMEPAD but only mouse works

light vigil
#

Is there any way to render VFX over UI? This is easy to do in Unity for example

cloud cobalt
#

@midnight gate So your problem is that controller input don't work ?

#

@light vigil No

grim ore
cloud cobalt
#

Much of this is problematic really

#

You shouldn't create UI on a button press, but create it hidden beforehand

#

And action mappings only work when the game has focus, rather than UI

midnight gate
#

@cloud cobalt yes

#

@grim ore i did set up the ui

cloud cobalt
#

Is the mouse cursor visible when you try this ?

midnight gate
#

yah

cloud cobalt
#

Then action bindings can't work.

#

Mouse cursor visible = already in UI mode

#

Well, unless you're in "game and UI mode"

#

So try that 🙂

lapis vine
#

When working in the editor, is there an way to see what mesh/foliage type is the selected & instanced one? 🤔

light vigil
#

Does anyone know how to change an actor's base scale? I change the scale of its root component, but Get Actor Scale 3D still returns 1,1,1 regardless - seems like its not changing the actual actor's scale by doing that

midnight gate
#

@cloud cobalt so it has to be in both modes ok

viscid jetty
#

Is it possible to create a TextWidget, let it show for a few secs then delete the TextWidget.
All inside a widget blueprint?

ionic oxide
#

I have done a model of a smartphone, but I got a question. I did one object for the whole screen, and put the front camera under the screen, the idea was to make something like this model.

#

My question is, when importing to unreal, can I separate a part of the mesh to create the rest of the screen like apps and widgets using UMG or should I do a separate object in 3D for the screen and the other part where is the camera and flash?

abstract relic
#

Yes

#

Just give it a different mat id

drifting sphinx
#

Hello, i'm trying to make my camera position integers, my graph seems to kinda output position as integers but i'm not certain it's actually applied to the camera or simply, if i have the last word on its position or if its overridden somehow (i'm also working with a spring arm). Any help would be appreciated.

viscid jetty
#

So I dunno how to help ya, but I do wanna suggest VectorSnappedToGrid with the input as 1 instead of flooring the floats.

drifting sphinx
#

there are way less steps indeed, thanks

winged crypt
#

Anyone here have exp with TextureGroups? I'm struggling to create a custom one, can't find anything on this online and I tried here + Reddit to no avail

swift spindle
winged crypt
#

@swift spindle I looked through that a few times, I was able to modify existing groups which worked out fine, but I wasn't able to add a new entry. I tried adding it in the ini file for the engine, to a copy of the project's, no luck. The new entry never appears. I also noticed that in the existing options inside the texture window, there are some custom options at the bottom. When I hover over the first one, it says I can modify it / re-name it in the ini file, but it is nowhere to be found.

#

There's no mention of these custom groups or how to add new ones in the documentation :c

swift spindle
#

is there a big reason to use texture groups however ?

winged crypt
#

My target platforms are PC and console, I need to package the game with different texture resolutions on these separately, but also retain full resolution in the editor for cinematics

#

I can do this with the existing groups but it would help to add new ones for niche scenarios

swift spindle
#

mmm fair point

plush yew
#

Could UE4 potentially be used for cinematic stuff? Not just games?

swift spindle
#

1000% yes

#

already is

winged crypt
#

Yeah, it's used in film / TV

plush yew
#

Oh good.
Cuz I was thinking about getting into that stuff

#

It looks absolutely fun

swift spindle
#

@winged crypt were are you adding the texture groups ? "your game engine.ini ?

brave patrol
#

Sorry to bother but its my first time trying to actually use this program (only tried 3d max for models and animation) so I need some help, when I copy a group of cubes some objects are not visible but still there, before it worked but now it just randomly stopped, help?

winged crypt
#

@swift spindle yeah

swift spindle
#

tried it on a blank project ? you might not be reading in your custom engine.ini

grim ore
#

Can anyone suggest a simple way of serializing blueprints into a save game so I can pull them back out on a load easily. Lets start simple, 2 actors in the world that can be picked up that have some instance properties that can be set uniquely per instance. I want to pick up one so it's removed from the world, save the state of those 2 actors (1 in the world alive with unique settings, 1 destroyed), and be able to reload them on the next game start.

grim ore
#

yep no C++ is a requirement

#

I don't even know if its easily possible but I wanted to atleast see if anyone had any crazy ideas I had not thought of 🙂

plush yew
#

I've got an animation that rotates my character during its walk cycle. It's applied with a layered blend so that the legs still follow the cached locomotion animation while the upper body follows any upper body animations like punching. Currently it works great, except that when players throw a punch their legs are rotated according to the upper body rotation. So if an upper body animation requires the spine to rotate 90 degrees then the legs will as well. The problem there is that even though the legs are now pointing 90 degrees off to the side, they're animated as if I'm walking straight ahead (which I am, but the legs are no longer pointed that way.) So I'm trying to find the difference in rotation between my hip bone in the cached locomotion pose and the current upper body pose. If I have that difference between the two playing animations then I can adjust my blendspace information accordingly, so that when the upper body is rotated 90 degrees in the middle of a punch, the lower body will be animated as if it were walking 90 degrees to the side as well.

If I can't get that type of bone information, then does anyone know of another way to find the difference between rotation values of two animations? I could probably put events in all of my animations that update a variable that reflects its rotation value but that wouldn't be very accurate and it would be very tedious

pallid talon
#

Quick question. How do I transfer/move foilage from one level to another?

#

Is that even possible?

agile silo
#

Oh @grim ore you're on this Discord :o
Your videos are the best way to understand very quickely how to use a lot of bp nodes/component
GWjiangLoveHeart

grim ore
#

🙂

pallid talon
#

I guess its not possible then?

grim ore
#

you can you just need to use the levels and sub levels option

#

open the main level with the foliage in it -> open the Window -> levels window

swift spindle
#

it can mess up however

grim ore
#

add your 2nd level into the levels as a sub level

#

open the foliage tab in the modes panel, go to the 3rd icon down for select, and select all or select whatever foliage you want to move

#

go to the levels window and right click on the level you want to move it to and do make current

#

go back to the foliage select window and click move to current level

pallid talon
#

Trying now..

grim ore
#

right click on the 2nd level in the levels window and remove selected to remove it from the 1st level, then open up the 2nd level you moved the foliage to and it should ask you to save both levels and the foliage should be in the 2nd

pallid talon
#

@grim ore "go back to the foliage select window and click move to current level"
After I went back to the foilage select window, I didn't see an option to "Move to Current Level", where is that?

grim ore
#

the 3rd option down is Select, it should show select all/select invalid/deselect all/and move to current level

pallid talon
#

I don't see "Move to current level".

grim ore
#

well crap it must be a .24 addition then if you are using .23 😦

swift spindle
#

World outliner

pallid talon
#

Ahh.

#

I do see a "Move foliage to selected level" under "Levels" > Right click level. I'll try that!

grim ore
#

yeah that works as well, you should be able to move most items from one level to another that way. Weird it was added to the select window in foliage

pallid talon
#

Yeah that worked!

#

Thanks @grim ore !

grim ore
#

Alter helped as well 🙂

swift spindle
#

haha naw...

grim ore
#

I wonder if the button does anything different or else why put it there unless people forget about the right click options lol

vague sable
grim ore
#

it should be doable in materials

vague sable
#

can you get depth beyond the object being drawn?

grim ore
sturdy schooner
#

@vague sable pretty sure that was inspired by unreal lol

vague sable
#

what's the UE4 way of doing it?

slender oar
#

Howdy! Just joined up, was wondering on something, lets say you are working on a game, you want to share between a couple people so you can all 3 work on the game in unreal and it updates when you do something. Anyone have a recommendation on maybe a server provider where we can all store our files? : )

grim ore
#

it would be the same way, you have the same access to camera depth and position and world positions you just convert it to material inputs

sturdy schooner
#

@vague sable
Material'/Engine/EngineVolumetrics/FogEnvironment/Materials/M_EV_FogEnvironment_Master_01.M_EV_FogEnvironment_Master_01'

#

Material'/Engine/EngineVolumetrics/Fogsheet/Materials/M_EV_FogSheet_1sided_Master_Addi.M_EV_FogSheet_1sided_Master_Addi'
^ that one might be better

drifting kayak
#

@slender oar Youll need some sort of version control software like Perforce or Git

slender oar
#

Alright thank you

swift spindle
#

I would sugest perforce personally

#

git requires a good understanding to setup

#

but will scale to larger teams

#

perforce is easy'ish but costs to scale up

#

also technically requires more hardware... but in practice that's not been the case

sturdy schooner
#

its worth noting that all professional studios [that i know of] use perforce. i havent heard of github being used anywhere outside of hobbyist acitivities

slender oar
#

Basically its like me and a couple other people who are beginners, just wanting to mess around and I figured thered be an easy convienent way for us to all work on it without having ot compress and send the file over, which sucks because only one person can work at it at a time tbh

swift spindle
#

yup

#

you really do wanna use source control

abstract relic
#

hell, use source control even if it's a one man team

swift spindle
#

hehe yup

#

will save your bacon

slender oar
#

Hey I appreciate the help, I will. God bless y'all

silk finch
#

hello, has anyone seen this error?

#

if anyone knows, could you help me, please?

#

it happens every time I enable Hdri Backdrop

vague sable
#

what setting do I need to adjust (culling?) to make this not happen, white flashes around corners when I move in a level

silk finch
#

i cant see it

vague sable
#

it's caused by occlusion culling settings I think

#

@silk finch what's the full print of that error?

silk finch
#

no i crop it

#

i will send you

#

thats full log error

#

when i use project launcher

#

but when i try make package, other mensage appear

sturdy schooner
#

@vague sable are you experiencing this in a built & packaged standalone game? because if youre seeing this in unreal editor, it isnt exactly representative of the final game

silk finch
#

I'm trying to make a test, with a scene using hdri backdrop,

#

but when I go to test the result it doesn't work

vague sable
#

@sturdy schooner I'll test, might be only in editor sim

#

@silk finch could you try making / sharing a small stand alone project with the issue happening?

silk finch
#

and the log show me this mensage

#

thank you

#

create a simple scene, and use hdri back drop plugin, please

#

and try to build

vague sable
#

@sturdy schooner it DOES happen also in package+release build

grim ore
#

is this a BP or C++ project? do you have Visual Studio installed?

silk finch
#

yes, i have

#

but i make in BP

#

but you can try to create any empty project, using only hdri backdrop

grim ore
#

4.23.1 launcher build, BP only blank project. Enabled HDRI plugin and restarted. Packaged for Windows 64. No problems. Added the HDRI Backdrop. Packaged for Windows 64 no problem. It does run a visual studio compile during the package process.

keen moss
#

i am having an issue with player scale varing between the rift and vive while in vr, anyone experience this

silk finch
#

@grim ore MathewW so the mistake is in my visual studio?

grim ore
#

it looks like yours is not even trying to build @silk finch , you can see my snipped here compared to yours UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=C:/Projects/UE4/TestHDRI/TestHDRI.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Projects/UE4/TestHDRI/TestHDRI.uproject -cook -stage -archive -archivedirectory=C:/Users/isanc/Desktop/Ue4Build -package -clientconfig=Development -ue4exe="C:\Epic G ames\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Projects\UE4\TestHDRI\TestHDRI.uproject UATHelper: Packaging (Windows (64-bit)): TestHDRI.uproject requires a temporary target.cs to be generated (HDRIBackdrop plugin is enabled) UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows (64-bit)): Running: C:\Epic Games\UE_4.23\Engine\Binaries\DotNET\UnrealBuildTool.exe TestHDRI Win64 Development

#

so yes I would assume your project cannot compile for C++ properly

silk finch
#

i tried with visual studio 2017 and 2019

rugged salmon
#

hey guys I've never finished a game before, are they wanting it packaged as developer or shipping for windows? Also are they wanting an install exe that needs to be done in a seaparate program?

#

for the game jam

grim ore
#

did you try file -> package -> windows 64 or are you just trying the project launcher? @silk finch

silk finch
#

this message appears when I package

#

@grim ore I tried both ways

grim ore
#

maybe it has to do with the project location, move it out of your documents. Move it to like c:\projects\

#

atleast eliminate the weird character code in your user name that way