#ue4-general

1 messages ยท Page 579 of 1

silk finch
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i will try it

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but look this part of mensage: MyProject3.uproject requires a temporary target.cs to be generated (HDRIBackdrop plugin is enabled)

grim ore
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yep if you look mine says that as well

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but then my build starts and yours does not, your build is failing

silk finch
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yep

grim ore
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another thing to test is if you can actually create and build a normal C++ project, like the third person template

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but I would try the folder first to see if that is the issue

silk finch
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i will try now

sharp crest
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Sooo I have light coming from underneath the landscape during night in my daynight cycle. Any idea how to fix this?

pulsar kraken
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can anyone send me some metal texture assets?

grim ore
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turn off the light when it is below the ground

sharp crest
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ye I'm doing that now but still weird lol @grim ore

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@pulsar kraken there is the marketplace and quixel, this chat is not an asset by request channel hdsmiley

pulsar kraken
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thanks appreciate the support from such a great member ๐Ÿ˜‰

sharp crest
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np

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also, google it hdsmiley

pulsar kraken
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yeah that wasn't the question though but its fine

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no reason for a discord to talk and ask questions if you can just google anything. Kind of like stack overflow ๐Ÿ˜‰

sharp crest
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it's not a question tho u r literally asking someone to go to google and google it for u

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it's not like someone will just randomly give u metal textures he made

pulsar kraken
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no im really not. I was asking for a metal asset anyone has made. The ones on the internet are crap. Why use one on google thats crap when you have talented artists in this discord wanting their work showed?

sharp crest
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lol

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if u rly cant find a good metal texture then you clearly dont know how to search

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thats the most generic texture ever

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when you have talented artists in this discord wanting their work showed?
no, artists want payment for their work, not to give it away for free for a random guy in chat

vivid narwhal
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don't see why you can't just use quixel it's right there

sharp crest
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^

pulsar kraken
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nope don't know how to search bud.. guess you got me figured out. ha. Also not always I give my work away all the time.

grim ore
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there are free metal textures on the marketplace

sharp crest
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I give my work away all the time.
not something u should be proud of
hdsmiley
when u make good work u should expect to get paid

grim ore
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there are also plenty of epic supplied ones in their content packs and learn examples and sample projects like infiltrator

pulsar kraken
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I get paid enough as is ๐Ÿ˜‰

sharp crest
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and 1000 texture websites with metal textures

pulsar kraken
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all good thanks.

sharp crest
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that sounds very hypocrite lul
if you truly make a lot of money
u will know that making more is always good
do u see elon musk giving teslas for the price of production?

vivid narwhal
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if you truly make a lot of money then you can afford to buy some damn premium materials lol

sharp crest
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that too

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lmao

pulsar kraken
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nope he sends them to space ๐Ÿ˜‰

dim plover
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Pretty sure Tesla loses like $20k per car sold.

pulsar kraken
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gives them to aliens

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@vivid narwhal you don't stay rich by spending money ๐Ÿ˜„

sharp crest
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@dim plover It's still a company that aims to make profit
so my point still stands

vivid narwhal
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You could invest in good asset packs for your game. That's called business.

sharp crest
pulsar kraken
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Every good business man can social engineer to a certain point @vivid narwhal ... then you must make those business decisions.

dim plover
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Is there a way to change the email associated with an Epic account?
Need to change my UE4 account to another one, but I don't really want to make an entirely new account.

pulsar kraken
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I have to graphics artists and an animations artist.. They can figure it out ;D Ill focus on other things.

vivid narwhal
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I don't believe you have any of those things

pulsar kraken
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@dim plover manage account settings

sharp crest
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I think they added email changing in the settings

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it was tied to support contact with 10 months wait time for a while

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whats this

pulsar kraken
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Guess you caught me @vivid narwhal ๐Ÿ˜‰

sharp crest
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o proof u have a team

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lol

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we dont rly care and u shouldnt care proving anyone anything either

pulsar kraken
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Ah its fun though

sharp crest
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not rly

pulsar kraken
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For me.. not for you

sharp crest
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guess you are right

vivid narwhal
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I feel sorry for anyone on your team

pulsar kraken
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anyways appreciate your help guys. got work to do.

sharp crest
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lol @vivid narwhal

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cya

pulsar kraken
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says someone with no experience ๐Ÿ˜‰

sharp crest
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says with no knowledge of the person

pulsar kraken
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:)

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Likewise sir

vivid narwhal
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I mean, I also have a team and a job teaching game dev but didn't you say you've got work to do? shoo

sharp crest
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maybe we should move to #insert-weird-flex-here

pulsar kraken
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Got my own schedule bud. I can afford to make you feel dumb

sharp crest
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but that rly only made u look dumb cuz u assumed something without knowing

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it wasnt even insulting

pulsar kraken
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Sure

sharp crest
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lol

pulsar kraken
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Its fine

sharp crest
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ye it is

vivid narwhal
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"Today at 1:40 AM
anyways appreciate your help guys. got work to do."

Literally said you got work to do now you're saying "got my own schedule".

sharp crest
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lol

vivid narwhal
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and flexing about imaginary wealth again lmao

sharp crest
pulsar kraken
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I remember my first time trolling. Brings back memories watching you kids but your good entertainment.

vivid narwhal
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yawn ok boomer

sharp crest
pulsar kraken
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Nice one furry

vivid narwhal
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lmao I'd love to hear your thought process on that one

pulsar kraken
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You wouldn't keep up.

vivid narwhal
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200 IQ move right there

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again I feel sorry for your "team"

sharp crest
abstract relic
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what is this dumpster fire?

vivid narwhal
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discord at 2am apparently

pulsar kraken
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After dark edition

sharp crest
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4am*

normal burrow
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8pm*

abstract relic
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international community time

normal burrow
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zulu

sharp crest
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@abstract relic wow blocked rip why HR_DramaticThink

abstract relic
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inverse international community time Pat

sharp crest
normal burrow
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1.0/deltaSeconds

manic pawn
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I wonder what a normal_brain emoji would look like

normal burrow
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smoothbrain ๐Ÿง 

sharp crest
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๐Ÿง 

manic pawn
sharp crest
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lol

normal burrow
manic pawn
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oh this isn't lounge

normal burrow
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or is it?

abstract relic
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moderators aren't around, have fun

normal burrow
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they all jamming

vivid narwhal
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bit of a long shot but has anyone played around with the Over 9000 swords asset pack?

normal burrow
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btw zeb, pfist was wondering about a build number incrementing automatically

manic pawn
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huh

normal burrow
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know of some thing like this?

manic pawn
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nope

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I made a br_galaxy_brain thing in my Target.cs file that copies the perforce changelist number to a define in a generated header file every time it builds

normal burrow
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can you put an event in on build.cs for when cl.exe runs? Was thinking if cl.exe needs to run, that might be the right time to auto increment some int in a text file.

manic pawn
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hmm you could use a pre build action

normal burrow
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hmmm, that doesn't trigger a build?

manic pawn
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they are executed whenever ubt thinks something needs building

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it's kinda br_egg

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because that means you can't use a pre build action to cause things to build

normal burrow
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@maiden swift this

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assume you couldn't define a new preprocessor for the int without triggering a mass rebuild of the module no?

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would have to imply the cpp const decl of it to build too

manic pawn
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that's why I came up with the br_galaxy_brain idea of writing a header file instead of using a define

maiden swift
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Well uh, my game is Blueprint only. ๐Ÿ˜…

normal burrow
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thonk you did not mention this lol

maiden swift
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Sorry, I thought I did.

manic pawn
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like everything else in unreal, there are probably 25 ways to do this and all of them are wrong

abstract relic
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blasphemy!

maiden swift
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๐Ÿ˜‚

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I just want to do it on my game's title screen.

normal burrow
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probably something with packaging callbacks or something idk.

manic pawn
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well to display it ingame you also need a way to retrieve the number from bp

normal burrow
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you could use an editor utility blueprint to package, and have that do the int magic?

dim plover
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Are there packaging callbacks?

manic pawn
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I don't think editor bps can trigger packaging?

maiden swift
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@manic pawn Indeed. I was complaining earlier about not having BP access to the data in Project Settings, i.e. project version, description, etc.

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Would be so handy.

normal burrow
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i bet they might zeb, but i don't know either, but theres a good chunk of editor things exposed to ufunction for python

maiden swift
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Need a semver plugin for UE4.

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๐Ÿ˜„

manic pawn
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manually run uat from python to package

maiden swift
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Of course then you'd need to define what triggered major, minor, and patch builds. That sounds pretty messy.

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Honestly starting to sound more and more like I should just continue doing it manually.

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Wait, no you wouldn't. If it was a plugin, you could just add major/minor/patch Package Build buttons to whatever custom menu. ๐Ÿค”

manic pawn
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nahh, you gotta spend the next 8 hours building some unnecessary elaborate solution for updating this number that would've otherwise taken 30 minutes for life

maiden swift
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lmao right?

normal burrow
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yea i mean, using jenkins or someting to write to a text file the last commit or something and have packaging read said text file and put it to dt or something.. lots of infrastructure to get this change in automatic lol

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but automated builds are cool

manic pawn
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especially if you spend more time writing the build script than it would have taken to build manually every time

normal burrow
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can be worth not-typos though

dim plover
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Can't you just read the ProjectVersion in the logs?

manic pawn
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he wants to display a number in main menu tho

dim plover
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Yeah, just read the Project.log and parse for ProjectVersion in the main menu stuff.

normal burrow
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lol ๐Ÿ˜‚ could just get rid of the number in the main menu.

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one could exploit localization too.

manic pawn
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play in english and you get version 1, change to french for upgrade to 2

normal burrow
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lol

river magnet
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any level designers wanna help me add me as a friend

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and dm me

abstract relic
plush yew
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Is there a way to take a audio file and a model with facial blendshapes and lip sync it?

heady river
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So, is Volvo having an event???

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Press conference?

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Stream on Twitch?

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Events app on SteamVR?

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Bigscreen?

plush yew
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Is there a way to lipsync a mixamo model with facial rig to audio?

grave osprey
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Do unreal engine 5 will exist ?

plush yew
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Bad grammar

heady river
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Officer TimmyC Grammarly on duty!!!!

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๐Ÿ˜‰

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@grave osprey What difference does it make, so long as they keep releasing incremental updates?

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4.1, 4.2, 4.25, 4.256, etc?

tulip helm
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Is there any reason why Datasmith wouldn't/shouldn't work with Blender?
Seeing as UE4 donated an ishtload to Blender Foundation, I wouldve thought there'd be movement on that front. But...

vague sable
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is there a shortcut similar to End which moves an object to be flat against the object opposite of it and the camera? so if I want to stick something to a wall perfectly

shell kettle
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How could I play a footstep sound located at the player's feet? Right now I'm just using the character location

scarlet birch
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Is there a way to completely disable mipmaps? or can someone tell me what to use and which config file to add it to , to set the default to be no mipmaps for a texture? or to manually set the distance at which all mipmaps are LOD0 in the configs?

swift spindle
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you can set no streaming

neat forge
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I have been struggling all day to fix this, Im setting up recoil on a gun and after the player is done shooting I want the gun to subtract the recoil values from the players new pitch, but I also want it to take into consideration for whether or not the players pitched has changed - in order to prevent the camera from jolting way down if they were trying to control the recoil, since it would subtract the added recoil. I have it get the players pitch before recoil begins, and then get it afterwards. But the problem is, I cant compare them with < or > since 0 is looking straight, how should I go about this?

tulip helm
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@shell kettle You can get the position of the animation notify. Just pass that location into the PlaySoundAtLocation

shell kettle
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Oh awesome. How would the notify know the position though if I haven't set it? I just added the notify to the default walk and run animations

tulip helm
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Hold on a bit. I have to check.

shell kettle
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Alright sounds good. Thank you for helping!

plush yew
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Is it me or does the blueprint nodes look different?

opaque swallow
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@shell kettle Would creating an component on your player controllers foot work like this?

shell kettle
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That might work. I'm wondering if I could use the skeleton foot bone

abstract relic
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you set it in your animation sequence, don't bother with bp

shell kettle
abstract relic
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scrub to your desired keyframe > right click on Notifies > add Notify > play sound

opaque swallow
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I think they want the origination of the sound to occur at his players foot.

shell kettle
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I set it up in BPs to change the sound based on material type. Also I don't think the sound would play at the player's foot

abstract relic
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you can enable it to follow owner. It should be disabled by default though

opaque swallow
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that is really cool, did not know that.

shell kettle
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Oh snap so I can attach a bone

abstract relic
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yep

scarlet birch
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get socket location > bone name, but 99% of the time character location is more than sufficient

shell kettle
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Thank you this really helps. Now I just need to figure out how to change that sound based on the physics material I'm standing over

abstract relic
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that's the spooky part ๐Ÿ˜›

shell kettle
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I may or may not be back with questions on that ๐Ÿ˜…

scarlet birch
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Trace down, get physics material ,

shell kettle
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I get that part

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I just don't know how to access the sound to change it

flat cloak
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Hello everyone, not sure where should this go but I'm having this error when I'm trying to play a new level I created

scarlet birch
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set a switch on int, or enum

abstract relic
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I could of sworn there was a file type for that Axion. Let me check

shell kettle
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Oh wait is the "Follow" bone thing also on notifs that I make? If so then I have no questions

abstract relic
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Going off memory, yes

shell kettle
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The problem is I'm using the Play Sound notify which doesn't give me access to change the sound file in BPs

abstract relic
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Yeah, look into sound class and sound mix

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That's about all I know. Too spooky for me. ๐Ÿ˜› But I'm sure the lovely folks in #audio could give you better pointers

shell kettle
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Alright thanks!

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Really helpful

normal burrow
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would see what the audio folks say axion but blueprint notify -> sound play may be needed if you need to check the ground surface. wouldn't be surprised if there is some specific approach to foot steps i don't know of though

shell kettle
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I saw a tutorial that was checking material with line traces and playing the sound at the location of the hit which is pretty clever. I wanted more accuracy though :D I'll definitely check out what the audio folks say!

normal burrow
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avoid that

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if your using a Character actor, the movement component should hold the ground trace from the actual sweep of the player's capsule

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just read the surface type off that hitinfo stored there

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traces for that info with animation pile up quickly.

shell kettle
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Yeah I'm using a Character Actor. Is there documentation on the ground trace somewhere?

scarlet birch
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Nah, those are not a big deal. You can store the material from the capsule hit event, or do a trace when the notify event happens and use the material to decide which sound to play.

shell kettle
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I like efficient :D

scarlet birch
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for most uses a trace from character position down , or from the foot socket down is sufficient.

normal burrow
scarlet birch
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Traces are dirt cheap, using one for a footstep notify is insignificant.

normal burrow
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traces are not dirt cheap

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you can attribute slow games to many traces

scarlet birch
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yes they are

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You can do like 3k+ a tick

shell kettle
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Yeah I'd much rather use what's already supplied to us if it's there. @normal burrow Thank you, I'll be sure to use that!!

abstract relic
normal burrow
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3k traces per tick and about nothing else.

scarlet birch
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Worrying about the overhead of using a trace to get the ground material is not needed.

shell kettle
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I think it also depends on the line trace magnitude

normal burrow
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it can axion, but a trace/sweep should be not ever be used in excess to avoid lookup of an already existing variable.

shell kettle
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Exactly, I totally agree with you

normal burrow
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think of the players without the cpu you might have lol

scarlet birch
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The thing is, if he is worried about being so precise that the sound has to be at the location of the foot, then the sound will be wrong if the foot is over a different material than the spot the capsule hit occurs.

shell kettle
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I want to show my superiority by using several line traces and lagging other people's computers

tulip helm
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@p@t If one's straddling 2 different mats, problem with getting the material from capsule hit events is that you'd have to do extra work to distinguish which foot hit which material , no?

If that holds, seems simpler to just do a line trace on each footstep anim notify.

scarlet birch
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So, it will always play the wrong sound when he moves from one material to the next for at least one step

normal burrow
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foot sound precision v. degraded performance when lots of feet hit the ground

manic pawn
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it seems unlikely that there would be tons of footsteps in the exact same frame for no reason

shell kettle
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I can just use the capsule hit for the ground material and then determine the location to play the sound

manic pawn
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on average... will have <1 total from all players

normal burrow
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the capsule is what makes contact with the ground, and if its ice or something that makes you slip, you'd probably want ice foot steps even if your over a little snow

lapis vine
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Wanna see spider with 8 traces for legs.

shell kettle
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Oh god

abstract relic
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how about a millipede

manic pawn
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they would still be distributed across multiple frames

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spiders don't move 8 legs at the same time

sturdy schooner
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protip: bicycle-shedding questions like 'how should footsteps be implemented?' prevents you from shipping your game

lapis vine
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(lost in thoughts)

shell kettle
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Yeah the capsule makes contact with the ground and has a ground material enum I can read (I'm guessing). Then get the player feet and alternate sound play location with a flip flop

manic pawn
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3k traces per tick is of course bullshit, but worrying about one for footsteps doesn't seem to useful either

sturdy schooner
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aka ship your game then come back to the dumb arguments on traces lol

abstract relic
dim plover
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I thought IK foot stuff involves a linetrace per foot at frequent intervals (tick).

normal burrow
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did we upset you tundra lol

lapis vine
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They should put that in tutz

sturdy schooner
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its just that reading this is painful

shell kettle
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Thanks now I won't sleep

manic pawn
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like think about it, your game runs at 60+ fps, you generally don't hear "drrrrt", the average number of footsteps per frame is much less than 1

normal burrow
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put off footsteps forever then?

shell kettle
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That's the first thing I'm trying to implement ๐Ÿ˜‚

normal burrow
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strong foundation

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makes good footsteps

sturdy schooner
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when in comes to gamedev, there are higher priority things to be thinking about ๐Ÿ˜‰

manic pawn
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is the current floor even set for remote clients? br_thinking

shell kettle
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Single player game so no remote clients

lapis vine
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This can be computed tho. When you walk you have certain delays between the footsteps.

normal burrow
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i've no idea zeb

swift spindle
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once you know how to do more useful things... footstep sounds will be easy ๐Ÿ˜›

shell kettle
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I once tried making a physics based door with physics handles... never trying that again

sturdy schooner
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wait wait wait. if were now hacking in ghetto spatialization, can we trace from the foot to the ground, then to all nearby clients, getting the distance from them, then remote rcp'ing events out to each of them with custom 'play sound' delays on each? realism.

manic pawn
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much more interesting than the trace is deciding which sound to play based on ground material, type of shoes, equipped items, environment, etc

lapis vine
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I see now. Spider with different shoes.

shell kettle
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I'm playing different sounds for different parts of the shoe touching the ground. Get on my level

abstract relic
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look at this mess Axion ๐Ÿ˜›

normal burrow
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yea axion, you've broke the channel with your desire of audible feet

shell kettle
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Us audible feet lovers must rise up

abstract relic
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make your character out of line traces just to spite everyone

sturdy schooner
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@vernal compass, you need to create a volume bp which holds a specific air density var that level designers can place throughout the map to make the footstep sound switch squeakiness levels on the sneakers

manic pawn
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clearly we should level up and fully simulate the vibrations in the air

dim plover
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Just got ahead and simulate the entire universe.

normal burrow
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mike isn't wrong though, if your game does need the traces it needs it.

shell kettle
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rewriting the physics engine right now

scarlet birch
normal burrow
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but traces aren't cheap

abstract relic
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make the world out of sound

normal burrow
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i want to tap dance

shell kettle
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I might just use the capsule hit event and alternate offset position with a flip flop. Close enough

lapis vine
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UE gat new audio engine, time to use it

scarlet birch
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Wasting even a moment worrying about the overhead of a trace is too long.

shell kettle
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Challenge accepted: use no traces

manic pawn
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executing that blueprint function has more overhead than the actual trace

normal burrow
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traces are actually a thing thats very easy to check overhead on mike, and there is overhead in them

shell kettle
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You have a visual?

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Wait I wanna know how to check that

normal burrow
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while your playing axion turn on collision analyzer record

sturdy schooner
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for real though, every studio ive worked at didnt even expose traces to script because designers werent trusted to use them sparingly, because the perf impact

normal burrow
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it times every trace

shell kettle
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Oh awesome

normal burrow
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anything that deserves analysis tools, not cheap

manic pawn
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it depends on the complexity of the trace

normal burrow
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yea, thats why theres a tool for it

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but zeb

manic pawn
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a convex sweep across the map is thousands of times slower than a short line trace to the floor

normal burrow
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it also depends on the complexity of the area

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saying short traces make smaller overhead isnt true if you've got tons of things in the same small area

shell kettle
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I think people's thoughts on impact of line traces is all over the place online. Someone should just dig deep and compare methods to truly find out if it's not efficient.

manic pawn
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it uses bvhs, so yeah it is

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shorter trace = less things to consider

normal burrow
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if you do a long trace into nothing its not gonna have as much overhead as something short surrounded by things

shell kettle
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Is a line trace just an interpolation of points from one point to another and then checking to see if there is an object at that point?

swift spindle
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you can even move to cheaper tracing when your not looking at your feet for instance

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and you don't need to trace every frame

normal burrow
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its more complicated axion

manic pawn
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hmm

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it would be interesting to compare the performance of physx3 line traces to physx4 ones

normal burrow
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agreed

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Wolf you could try #gameplay-ai but.. beyond putting a random int on the blackboard or something idk

manic pawn
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but that would mean having to make a build with the old version again br_egg

normal burrow
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spiders jump really far lol

manic pawn
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delete all living things with more than 4 legs

swift spindle
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awwww

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you don't find millipedes cute ?

dim plover
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Centipedes > millipedes

swift spindle
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<- lived in australia

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we used to have piles of dead ants over 2 feet tall...

dim plover
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I only barely understood what you just said.

manic pawn
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good thing that hellscape is on an island

dim plover
manic pawn
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fruit is edible to humans if the stinging hairs that cover it are removed ........of course someone has tried eating the stuff

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I wonder how they found out that the hairs aren't edible

swift spindle
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oh you understood me... you just did not want to...

manic pawn
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The recommended treatment for skin exposed to the hairs is to apply diluted hydrochloric acid perfect. your skin can't hurt when it's removed.

swift spindle
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fine.. 18cm... better ?

dim plover
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The Collision Analyzer is a pretty cool tool. Weird how there's pretty much no results for it on Google/no one even mentions it.

normal burrow
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Itโ€™s valuable for finding what the traces look like heh

dim plover
swift spindle
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means it gets processed with no owner... the owner basically is like a group that the system can organise as one

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knows when to stop working with it.. or reduce quality or whatever

normal burrow
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Floss it means you didnโ€™t supply an owner in the query

swift spindle
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I over thought it...

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sigh

normal burrow
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Well

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If you use sweep on movement it would give that an owner too

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Depends on what ultimately calls one of the UWorld functions

dim plover
#

Hmm, alright. Thanks. I'll look into this later gtg -- I think I didn't specify an owner or something on those components (I assume those Owner Nones are components).

normal burrow
#

Itโ€™s the query arg iirc, donโ€™t really need to specify an owner, canโ€™t remember the benefits beyond optionally being able to ignore the owner

dim plover
#

Oh, it uses the WorldContextObject as the Owner. That seems pretty... not right.

normal burrow
#

WorldContextObject is just any object in context to the world iirc

#

Anything that doesnโ€™t return null on GetWorld (usually self in blueprints)

dim plover
#
if (bIgnoreSelf)
    {
        AActor* IgnoreActor = Cast<AActor>(WorldContextObject);
        if (IgnoreActor)
        {
            Params.AddIgnoredActor(IgnoreActor);
        }

They're using it like this, though. Just wasn't clear to me that it wasn't just some proxy to get the world.

sonic pagoda
#

do game instances persist differently in 4.23 than they did in previous engine versions?

normal burrow
#

Afaik no

sonic pagoda
#

game jam issues LOL

#

i already have a hacky solution

normal burrow
#

They exist when you hit the play button I think

sonic pagoda
#

yeah thats how i always understood

#

have this sound that doesnt persist

#

but its fine no time to figure it out, just implement another idea

#

cheers Pat unreal

sturdy schooner
#

anybody know how to, when launching the game with multiple clients (in a single progress), stagger their launches? i keep running into this issue where both clients connect at the exact same frame (which gives them the same names, IDs, etc and breaks my logic)

#

my workaround right now is to literally dirty a bunch of assets, hit Save All, then launch PIE while everythings still saving so that the client launches and connections are delayed by my computer trying to save everything at the same time lol

abstract relic
#

Completely talking out of my arse. Why not set the clients to a dummy and then initial a switch after assigning them to a queue

sturdy schooner
#

what do you mean?

abstract relic
#

Have a dummy class > create an update queue > assign all existing dummy class to desired instanced player class

normal burrow
#

Spectatorish yea?

abstract relic
#

Yeah

#

But without the fun ๐Ÿ˜œ

sturdy schooner
#

ohh interestin

#

could definitely work; ill try it out once i can thx

normal burrow
#

In general itโ€™s good to have to not immediately throw someone in based on their connecting, dummy client is good idea

dim plover
#

Alright, figured part of my problems.
UKismetSystemLibrary::LineTraceSingleForObjects The Kismet wrapped traces don't pass in the OwnerTag for the linetrace, thus Owner None.
Good to keep in mind that if you have IgnoreSelf = true, the WorldContextObject must be the "self" -- I usually just passed in GetWorld() which in this case wouldn't work.
I haven't figured out why my components have Owner None yet, though.

stiff spoke
#

Do you know why when my character is in animated offered, it's feet are under the ground

#

?

hoary marsh
#

Hi, does anyone know when the Quixel Library will be accessible? I've read a few posts but they often tell different stories ^^ thanks in advance

honest vale
#

it already is

#

it has been free for UE 4 users immediately after the announcement

mint sequoia
#

Hmm remove from parent doesn't null widgets ๐Ÿค”

#

Quite odd how they destruct and keep a valid pointer

hoary marsh
#

Ah ok thanks, you just have to log in via epic games, didn't see that option thanks

honest vale
#

๐Ÿ‘

tropic snow
#

when i install UnrealEnginePython (through quixel bridge) , unreal engine doesn't launch , it stucks at 73.I deleted unrealenginepython and it worked without any problem.Why i can't install this plugin ? I tried so many solve way but didn't work.

honest vale
#

are you sure it's not just compiling something?

tropic snow
#

i am sure i watched over 5 videos for this and tried.

normal burrow
#

Itโ€™s a problem with the python and deps they pack with it.

#

Doesnโ€™t seem to work for everyone

#

Itโ€™s pretty complicated to fix.

#

You have to delete python.exe out of the bin/win64 folder inside plugins/unrealenginepython, install python 3.6 (I think?) AND add to PATH then run

pip install clipboard pyrper PySide2

#

If you can find what version they pack thatโ€™s the version you want. Iโ€™m sleeping but will look it up later

tropic snow
#

thank you

normal burrow
#

Spent yesterday looking into the same issue. Got it working on python 3.8 without ui (the button, which ainโ€™t required)

somber crown
#

I have installed VS2019 and get an error from UE 4.23 saying 14.22 toolset is not supported and has errors, what do I need to install to make VS2019 work with it?

drowsy kite
#

Hey Guys ,Which sub system should be used for Android Multiplayer

#

?

cloud cobalt
#

Please don't ask the question on every channel

brave salmon
normal burrow
brave salmon
#

is it for build only?!?!?!?

#

I swear I remember them talking about editor on stream

#

#if !IS_PROGRAM && !UE_BUILD_SHIPPING && (PLATFORM_WINDOWS || PLATFORM_PS4 || PLATFORM_XBOXONE)
#define LOGTRACE_ENABLED 1

#

seems NOT meant to work in shipping for me

normal burrow
#

Could try the args on editor, packaged build != shipping

cloud cobalt
#

packaged != shipping

#

You can't profile anything in shipping ever

#

Nor can you meaningfully profile in editor

brave salmon
#

ok guys

#

why would anyone ever need a tool for a package

#

this is ridicilous

cloud cobalt
#

Uh ?

brave salmon
#

imagine bulding the project 100 times a day

#

meaningfully profile doesn't mean you can't profile editor tho

normal burrow
#

Packaging dev builds is quick

brave salmon
#

built-in profiler worked prefectly for us

#

yeah tell that to 60GB projects

cloud cobalt
#

60GB projects should still package rather quickly after the first time if nothing changed

brave salmon
#

and modified packaging

#

usually it takes an hour regardless full rebuild setting

cloud cobalt
#

To answer your question, the point of the packaging tool is to precompile shaders on every supported platform, trim unused assets, and generally speaking have the game work without a 10GB editor

brave salmon
#

I know what's the packaging is

#

I don't use profilers for graphics

#

whatever

#

I guees we going to revert to 4.22

#

thanks !

#

always being helpfull here @cloud cobalt

cloud cobalt
#

You can always profile your title in editor build in game mode and accept that it runs slower than the actual game, with large differences in performance to some methods

brave salmon
#

yeah but not Insights apparently

cloud cobalt
#

Apparently not

brave salmon
#

I've been scammed as always by stream

#

never gonna look them again lol

normal burrow
#

You sure? Iโ€™ve never tried booting editor with the 3 args

brave salmon
#

do I need to specify args to enable this profiler?

cloud cobalt
#

Did you read the doc ?

brave salmon
#

yes ๐Ÿ˜„

#

there are customizing args and net related

#

On

Engine/Source/Runtime/TraceLog/Public/Trace/Private/Trace.h

Master control for the entire system

LOGTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/Logging/LogTrace.h

Controls whether log messages are reported to Unreal Insights

MISCTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/ProfilingDebugging/MiscTrace.h

Controls tracing for bookmarks, frames, threads, and thread groups

CPUPROFILERTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/ProfilingDebugging/CpuProfilerTrace.h

Controls tracing for CPU timers and timing events

LOADTIMEPROFILERTRACE_ENABLED

On

Engine/Source/Runtime/CoreUObject/Public/Serialization/LoadTimeTrace.h

Controls tracing for events related to load Assets```
#

some stuff should work by default

normal burrow
#

You need args

#

Wonโ€™t give you more than frame times otherwise

brave salmon
#

The following UE4 command-line options, combined with some of the macros above, enable additional trace data.

#

-tracehost is obvious

#

also I don't need Android

#

so

#

there is no any other commands or args on that page

#

additional doesn't count ๐Ÿ˜„

normal burrow
cloud cobalt
#

^

normal burrow
#

From the page

brave salmon
#

I'll try

#

oh shit

#

It broke everything :)

#

PC crashed

#

But i saw some info

#

So i could tell it works. Thanks guys

normal burrow
#

Thing spits out so much data idk if itโ€™ll be usable in editor but good luck heh

drifting sphinx
#

I know pixel perfection is always a hassle in 3D engines but i still have hopes. Any hint on those artefacts ? Sometimes it's black lines (padding might solve it) but here i'm lost. Camera is at 0, ortho is at power of 2, textures at nearest neighbor

cloud cobalt
#

What does the texture look like ?

#

You probably should make sure you're displaying it 1:1, too.

drifting sphinx
#

@cloud cobalt at 1:1, what ? the camera ?

cloud cobalt
#

The texture should be displayed on screen exactly at the size it is stored, if you want pixel-perfect.

drifting sphinx
#

agreed but how do i do that

cloud cobalt
#

Well, you need to control the camera based on screen resolution

drifting sphinx
#

but it could actually be displayed as power of 2 anyway, but not sure even how do i display at 1:1

cloud cobalt
#

Basically pixel perfect is about displaying the texture as-is.

#

No scaling, no rotation, integer translations

drifting sphinx
#

i understand but i do not scale or rotate anything and position is floored

cloud cobalt
#

If your screen is 1920x1080, your background needs to be exactly that

#

Well, you do scale

#

If you have a moving camera

drifting sphinx
#

it does not move atm for that very reason i don't want to complicate things for debugging

cloud cobalt
#

You still need to ensure that the texture is displayed exactly at the size you authored it

drifting sphinx
#

ok but how

rapid lion
#

i am reworking my game and deciding to use Behavior Trees, its my first time ๐Ÿ˜„ wish me luck!

plush yew
#

Where to warn people of scammer developers? A friend has worked a contract for 4 months adn teh contractor hasn't payed even a tenth of what had been agreed

#

The contractor is using ue4 so I thought it be fitting to warn people on this server

fierce tulip
#

problem is, even with proof it'll turn into a he said, she said kinda thing

#

and since this is an unofficial channel, and we cant do anything about what happens outside of this discord..

#

we cant do much

#

its why you make proper contracts

plush yew
#

Yeah I know that but people should still be warned if someone says they won't pay you because tehy wanmted to pay artists instead, so they don't go into contracts with the guy; My firend has sveral screenshots of their conversations I'll ask him to share them if needed

#

But I agree with you on the point of making proper contracts

#

I just feel bad for my friend ๐Ÿ˜ฆ

fierce tulip
#

yup, never a good thing :/

plush yew
#

On a side note; live coding feature, is that any differnt from hot reload, and in what way is it different?

drifting sphinx
#

@cloud cobalt got it working by setting the ortho to window width ๐Ÿ‘Œ๐Ÿพ

rapid lion
cedar snow
#

the behaviour tree will stop at that node for 5 seconds +- a random value out of 3

rapid lion
#

okay thats good ... i seem to start liking Behavior Tree

#

seem pretty easy

junior solstice
#

how to make my own character move like a tps character , 3 animation is enough

stray smelt
#

Is it possible to set particle system at a specific time, like with animations? in-editor

crimson lake
#

Yep, It should go under lifespan,

buoyant robin
#

should be a move tool in landscape sculpt mode ....

runic iron
#

@stray smelt Use an animation notify

lofty pike
#

Hey guys

crude vessel
#

I haven't tried to mess with this in specific yet, but is it true that the wind stuff in UE4 is only for speedtree?

lofty pike
#

I'm a beginner in UE4

#

I just got done downloading it.

cloud cobalt
#

It's not

#

There's a simple wind node in the material graph that works everywhere

stray smelt
#

does automation screenshots save somewhere else? calling Take Automation Screenshot at Camera but not getting any file

#

usually it's project\Saved\Screenshots\Windows

rapid lion
#

i have a problem with ai patrolling

#

its not really following the path

#

it just went to the middle for some reason

plush yew
#

hey how do i stabilize the "fill" , because with this setup it has to be like 1000000 for it to be fully masked

#

and only 5 for half masked

#

im doing simple health bar

honest vale
#

I'd say that's the wrong way to do it

#

find some other way to do it instead of using power there

boreal topaz
#

Good Morning. I have this blueprint that allows me to pickup an object and bring it into a closer view for inspection. Works great! But if I click the object real fast then unclick the physics will fling it across the room. is there a way to avoid that?

rapid lion
#

anyone please help?

#

anyone?

wary wave
#

you have to ask specific questions about specific things that are not working

#
  • nobody is going to watch a 23 minute tutorial to guess where you've gone wrong
rapid lion
#

alright thats fair

crude vessel
#

Why not contact the video maker directly, assuming your following their whole series?

rapid lion
#

im gonna try one more time, then if it happened again i will try contact him

wary wave
#

or you could use this as an opportunity to learn to debug your stuff :p

#

following along with a tutorial is all well and good, but if you've been learning anything from it, tracking down the issues should be perfectly doable

plain tinsel
#

--
I need help with the save game object, it saves the transform but corrupts it somehow

#

this is saved build

#

this is loaded

#

I cannot figure out the problem, any help is appreciated

cloud cobalt
#

Really impossible to help without knowing more

#

Looks like you didn't save correctly

#

Or load correctly

#

There's a high chance the data that came into save came out properly

plain tinsel
#

I spawned all parts with ignore collisions, they are static at the moment. I don't know why they change positions

mossy nymph
#

there are only 2 fault lines there

cloud cobalt
#

They probably change positions because you didn't save correctly

plain tinsel
#

save and load

mossy nymph
#

that looks like it should work

#

try just spawning then teleporting them instead

#

see if its SpawnCollisionHandling that's causing this

plain tinsel
#

Ok thanks I'll try doing that

#

yep

#

That worked

#

Thank you for the help

#

@mossy nymph

rapid lion
#

look like i found the problem. its all my fault lol

#

i didnt create child blueprint class

lethal cliff
#

any recommend way for beginner to learn how to open a drawer from a desk in Ue? should the animation better be made in something like blender and then be exported or better use a blueprint on the drawer mesh with a set location ? i found many ways on youtube, but the all dont work and only confuse me more and more

cloud cobalt
#

There is more than one way

#

Animations are probably the most efficient and artist-friendly

#

Programming the drawer to open is a more programmer-oriented solution, works fine if that's the only thing to animate in the entire game

lethal cliff
#

for the programing way, do i need sceletal meshes for it or static meshes ?

cloud cobalt
#

You could use two static meshes - desk and drawer

fierce tulip
#

lol, installing a new pack to a project that is currently open, and deleting that content in the contentbrowser before its done installing causes quite a system interrupt XD

mossy nymph
#

im shocked ๐Ÿ™‚

plain tinsel
#

um, I'm having problems on the simplest task lol

#

I just can't add relative torque

lethal cliff
radiant haven
#

I use UE4 but cant write C#

A games uses UE4 but mainly for mods and scripts uses c#

Am i able to make mods?

lethal cliff
#

ok i tried it with a simple desk and drawer. i put this blueprint on the drawer only, but if i right click nothing happens. what i made wrong ?

plain tinsel
#

Anyone knows how to add relative torque? I can't find any information about it

#

ok nevermind fixed it..

opal timber
#

Hey, Im trying to add different footsteps for different surfaces, i have it mostly set up i think, but I need an AND gate if that makes sense?

#

I have the setup for one the footsteps to play in a delay interval, which i think i can duplicate but change the sound cue.

I think im doing it a real convoluted way but im sure im almost there

plush yew
#

is there a way to disable orient rotation to movement in blueprint?

runic iron
#

Yeah there should be a boolean in the Character movement component

#

bOrientToRotationToMovement or something like this

#

@plush yew

ornate ice
#

Hey Anyone got any idea why the text is wrapping with so much text left

abstract relic
#

Anchor points? Text alignment?

dire sentinel
#

Not sure where to ask this, but I used megascans assets to create a 3D model. This one in particular https://cdn.discordapp.com/attachments/226110055328514048/646914471255605298/KuX6aVra3j.gif

I have a personal licence, and my question is; if someone hires me for something similar, am I allowed to create 3D models using the megascans library and hand over the models to them (edited to the pont where just using the megascans assets as they were would be hard) if they dont hold their own licence?

#

please @ me with replies

serene birch
#

you accepted a license for Quixel, the terms are inside

abstract relic
#

@dire sentinel https://quixel.com/terms

dire sentinel
#

Thx. Does anyone have a shorter, TL;DR, answer?

abstract relic
#

Tldr: Read

spare eagle
#

Can someone give me a inveite of the group ?

#

I can't copy the link, it's saying that's invalid

abstract relic
#

Is that invalid?

spare eagle
#

Yes

abstract relic
#

Shoot

spare eagle
abstract relic
#

Go to #server-feedback and let them know. Ping the moderators if youโ€™re brave

spare eagle
#

Thanks buddy

rose shuttle
#

Hi, noob question here: How do I set the viewport camera rotation pivot on unreal engine? You know, like F but focusing on where the mouse is, Most softwares use Middle mouse click or alt+MMB

abstract relic
#

hold lmb on view port > move mouse around

rose shuttle
#

yes, I use alt+mouse to pan rotate and zoom, but I cant seem to find a way to set pivot point for the alt+LMB rotation

abstract relic
#

Oh gotcha

dim plover
#

I think you should ping them, having a valid server invite it's kind of important. *I'm not doing it though, :P.

abstract relic
#

Itโ€™ll always orbit around the center point of the screen. You can however enable it to orbit around selection in your editor preference

#

Fine floss ๐Ÿ˜›

#

Never mind pfist is on it

rose shuttle
#

yes, Seen that, and I was afraid the navigation I was looking for doesn't exist

#

Thanks

#

One more: Is there a way to import a model's full hierarchy or do I always have to either break it into its subparts and combine into a bp or import it all as a skeletal mesh?

sharp crest
#

is there a way I can paint only a specific layer

#

so I want my paint to only paint grass layer and not snow

frosty heron
#

hello, how could I find the location at a u-coordinate for a spline?

light thunder
#

trying to figure out what is this? Unhandled exception

UE4Editor_Engine!FActiveSound::Stop() [d:\build\++ue4\sync\engine\source\runtime\engine\private\activesound.cpp:625]
UE4Editor_Engine!FAudioDevice::ProcessingPendingActiveSoundStops() [d:\build\++ue4\sync\engine\source\runtime\engine\private\audiodevice.cpp:4251]
UE4Editor_Engine!FAudioDevice::Flush() [d:\build\++ue4\sync\engine\source\runtime\engine\private\audiodevice.cpp:5021]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1846]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
#

I haven't updated anything as far as I can tell

sharp crest
#

@plush yew It looks messy Idk

#

@light thunder maybe wonna to tell us where this error is from?

light thunder
#

Crashes at runtime

#

4.22.3

#

seems like an audio component, I've disabled a plugin I thought was the culprit

#

The oepration I'm doing involves playing sounds and parsing multiple wav files and playing them one after another but I had it working fine

rich reef
#

Hi, its my first time downloading anything from the unreal engine market place, do I have to download everything in full size or can I download things in a scaled down quality to shorten the download time?

https://www.unrealengine.com/marketplace/en-US/slug/megascans-forest-undergrowth

pallid talon
#

Question - In sequencer I created a series of keyframes. But I need to make my timeframe longer. How can I drag the last keyframes to the new end of the timeline and the previous keys stretch accordingly?

light thunder
#

@rich reef They don't separate things like that but you might be able to check the item you've bought for a demo link, which would probably be smaller

rich reef
#

Im afraid I dont see any button like that

light thunder
#

You'll have to check the description of the item

rich reef
#

Yeah I am ๐Ÿคท๐Ÿปโ€โ™€๏ธ

light thunder
#

It isn't going to be very common, particularly for 3D assets like meshs or environments

ornate ice
#

Hey people anyone knows why all my features dependent on Structures doesn't work when using the option "Play Standalone Game"

light thunder
#

My advice would be to watch the demo videos of the products and be sure it's the thing you want and just be patient while it downloads

ornate ice
#

If I play in the editor eveything works fine

#

if I play in a separate window all fine

#

but if I play in "Standalone Game"

#

all my quest actors doesn't have content, my inventory

wary wave
#

I have an odd problem that is not google-able - I can't edit config files and it is returning giving me the message "failed to add the configuration file"

mossy nymph
#

you got an UE process hanging @wary wave ? crash report or some such, locking them

wary wave
#

no, I don't think so

#

I can delete them in windows etc just fine

#

edit them in notepad, whatever

mossy nymph
#

just not from the editor?

wary wave
#

aye

pallid talon
#

Does anyone know sequencer?

viscid jetty
main chasm
#

@pallid talon What do you need to know?

pallid talon
#

@main chasm I have a bunch of keyframes, and I need to extend my timeline. Is it possible to stretch these keyframes to match the new timeline?

#

Without having to manually place them again one at a time?

rich reef
#

Do anyone know of any good UE4 starter guides? โค๏ธ

main chasm
#

Yea. On the bottom of the sequence window there should be a bar you can size the timeline with. To it's right there is some numbers that allow you to change the timeline length. As for keyframes you should be able to shift select them.

crude vessel
#

@rich reef yes

pallid talon
#

Yes, I've got that. But I mean stretching them to automatically fit the new timeline.
For example, if my keyframes are at 0, 250, and 500. And I move my last keyframe from 500 to 1000, then my second keyframe should automatically move from 250 to 500. Does that make sense? Is that possible?

rich reef
#

@crude vessel

crude vessel
main chasm
#

@pallid talon No idea. I've just been doing it manually

lofty wave
#

Hello guys!
I've been expierencing a weird issue where a white wall would turn green probably from the green ground
I dont know what causes it but it probably is the material, but i dont know what about the material is causing something like this since the material is just a simple diffuse

crude vessel
#

I found this helpful since it covers a lot of ground to give you a good overview

pallid talon
#

@main chasm Ok thanks

rich reef
#

Cool ๐Ÿ˜„

crude vessel
#

And I prefer it over a video format

rich reef
#

I've been deep diving into Blender in the past month and found Blender Gurus new donut tutorial quite nice

Its like as far as I know the most well known guide out there for Blender (Pretty much everyone knows of it), is there anything equal to that here on the UE4 side?

lofty wave
#

Can someone please help me?

grim ore
#

@lofty wave if you are using static lighting you might have bounce lighting turned up, it will bounce the light off a surface and then transmit that color to nearby surfaces.

lofty wave
#

How can I disable it?

#

Just making the light dynamic?

grim ore
pallid talon
#

@main chasm I figured it out! Retiming tool inside the Sequence Curve editor. Works awesome.

main chasm
#

cool!

#

I will look into that

pallid talon
#

There is also a transform tool.

opaque swallow
#

@rich reef Matthew Wadstein on Youtube has awesome tutorials, also Virtus I find to be pretty good too!

rich reef
#

Thank you ๐Ÿ˜„ I will check them out

pallid talon
#

Do cascade particles not work with Raytracing in 4.23?

abstract relic
normal burrow
abstract relic
normal burrow
#

Nee: too long to abbreviate, partially? Nah full word

crude vessel
#

I wish you could subdivide a bone in game

pallid talon
#

Question - Using "Particle Color" on a material that goes on a particle while having Raytracing enabled, produces an error. Is there a workaround for this?

normal burrow
#

Produces an error?

#

Please produce the error being produced

pallid talon
#

MaterialEditorStats: Error: [SM5] Ray tracing closest hit shaders cannot read from the SceneTexturesStruct.

#

After looking into more details, cascade is not supported.

#

Looks like I would have to update my particles.

normal burrow
#

But it should draw, just will not raytrace

pallid talon
#

Oh! Well its not drawing at all.

normal burrow
#

Like BSP brushes. They do not show up in reflections at all. But they do draw triangles. One way not-mirror style

pallid talon
#

The shader never complies.

#

*compiles

normal burrow
#

Yeah idk. Thatโ€™s not cascade either way.

pallid talon
#

Yeah, I think you're right.

#

I figured it out. I added an "EyeAdaptation" and my material didn't like that.

main chasm
#

Hmmm

#

Does anyone know how to change a particles color?

#

Through cascade

normal burrow
#

A tutorial will show you this. Itโ€™s a module

pseudo swift
#

ah

digital anchor
#

you cant import a skeleton without a mesh

pseudo swift
#

my export from blender was wrong

#

exactly, it didnt export my whole scene

#

only the armature

#

thanks!

#

Hey also this common error of UE complaining about "no smooothhing groups found"

#

how should I prepare my FBX exports from blender?

#

I right-click and set shading to smooth

#

and I messed around with the FBX export settings

#

but I still get this everytime

#

do I need to use a modifier in blender to define the edges smoothing angle or some shit?

digital anchor
#

did you configure this on export settings

abstract relic
#

Itโ€™s just a false negative, it wonโ€™t affect you if you choose to ignore it

#

but if you want to get rid of the warning just for the sake of getting rid of the annoying popup:

pseudo swift
normal burrow
#

Smoothing groups are super old, imagine that error gets removed entirely soon

pseudo swift
#

setting the export to smoothing: edge removed it

#

but now I get this

#

unsure if that is because of something else

#

maybe I didnt tick tangent space like in high tides img

abstract relic
#

means you have a non quad poly[s]

pseudo swift
#

ah

#

i can live with that for this project

#

thanks alot guys I learn a lot! appreciate it

frozen pond
#

is there any way of adding full material as parameter in other material ?

grim ore
#

perhaps a material function?

pallid talon
#

What would cause my volumetric fog to not render when rendering a cinematic?

normal burrow
#

totalover yea, no not really. what matheww said. there was this layered material or material layer feature but its deprecated if not removed now.
what mathew said is the best way of sharing functionality

#

material attributes as well

ocean wraith
#

@safe rose I am in a great confusion, your guidance will be a great help ...

pallid talon
#

My volumetric fog is visible in the editor, but when I render with cinematics, its gone. Any reason?

swift spindle
#

when you say.. render with cinimatics... are you talking about rendering to disk ?

#

if so.. plz check to see if your fog shows up in the standalone play mode ๐Ÿ™‚

quartz reef
#

Hey, so my texture gets stretched over one part of the mesh and on another part of the mesh its kinda okay. Mesh was created in Maya.

swift spindle
#

needs to be UV mapped

abstract relic
#

fix your uvs

swift spindle
pallid talon
#

@swift spindle You're right, it turns off when I hit Play. Why???

swift spindle
#

@pallid talon most likely something in your Device Profiles is off.

pallid talon
#

Hmm.....

swift spindle
#

Window > Developer Tools > Device Profiles

#

WIndows > CVars > Console Variables > Rendering > r.VolumetricFog 1

frozen pond
#

how can i switch to camera from character to blueprint one ?

#

cast - > get camera -> actiavte dont work

pallid talon
#

@swift spindle Fog still turns off when I hit Play

swift spindle
#

@pallid talon Something about your "defualt game engine.ini" is overriding it then

pallid talon
#

Looking into it now.

#

Thanks!

#

Yep! Using a custom sky system and it was overwriting my fog on play! Entirely my fault!

#

Fixed.

swift spindle
#

ah... np ๐Ÿ™‚

frozen pond
pseudo swift
#

should I check the tickbox for Tangent Space when exporting FBXs from blender for ue?

plush yew
#

every time i build my lighting the the scene goes dark, even when the directional light preview seems to be working

#

says something about a lightmass volume? but when i add that and build it makes no difference, scenes all black

abstract relic
#

turn off cast shadow in the bp

plush yew
#

trying to find it

sinful nimbus
#

I have a question about packaging a game. I am using Paper2D and my code compiles in the editor but when I package it I get the error that error: no member named 'GetSourceSize' in 'UPaperSprite'

normal burrow
#

take a look at the definition for GetSourceSize Nick

#

if its inside something like

#if WITH_EDITOR
...
#endif

#

then you can't use that function outside of editor, and should also stick that same #if around your code using it, as to not use it when editor is not available.

sinful nimbus
#

Oh, thank you. I didn't know that was a thing. Thank you for letting me know!

#

It is in that

normal burrow
#

yw

#

most packaging errors in code will revolve around that

grim ore
#

If you never package the game and just give them the source you never get the errors ๐Ÿค”

sinful nimbus
#

That is very good to know. I will hopefully remember that if anyone I know has the same question

abstract relic
#

that's the spirit

normal burrow
#

one of us

lone tapir
#

Does anyone know if Unreal has support for HAP Codec Playback Support for mobile? I am trying to build a build for oculus quest but I am always in error. ๐Ÿค”

grim ore
#

atleast not out of the box

lone tapir
#

@grim ore Uhumm thanks for the link! It really doesn't seem to work. Do you know any way or hack that I can play a video with transparency on StereoLayer or UMG?

grim ore
#

not that I have seen for translucent stuff ๐Ÿ˜ฆ

signal bone
#

how hard is it to make telegraphed attacks?

normal burrow
#

7

signal bone
#

7 ?

normal burrow
#

out of ten

signal bone
#

oh

#

so its a bit hard to make

normal burrow
#

well idk, it matters how comfortable you are with things

signal bone
#

well i dont evne know how to approach it from a programming perspective

#

So ig its gonna be hard

#

and i dont seem to find any reference to guide me

normal burrow
#

you'd have to make decisions ahead of time to telegraph them

abstract relic
#

How hard is it for pat ๐Ÿ˜œ

signal bone
#

I want to make for example

#

a static enemy like a necromancer that stands there and cast spells

#

by telegraphed attack i mean i want it to have some time for you to react

normal burrow
#

pufferfish on a scale of 0..47

signal bone
#

like, while he is casting , some red dots appear in the floor showing you where to avoid

normal burrow
#

yep, theres not really one way to attack any one thing stolas

signal bone
#

you mean there is a lot of ways i can tackle this?

#

well, i guess thats applicable to a lot of stuff

abstract relic
#

That wouldnโ€™t be too difficult. More so, you want to lay out a good system before going Willy nilly

normal burrow
#

planning time is good time spent

signal bone
#

well, im trying to make an action combat based

#

in a sense that you need to avoid attacks

#

i think that makes it really action like even if youre attacks are automatically driven to the enemy

normal burrow
#

yea, get creative while you lay things out, then stick to your thoughts

frosty heron
#

is there a way to set a mat param on material billboard?

normal burrow
#

is it a primitive component?

frosty heron
#

yeah

normal burrow
#

would have to double check but i think primitive components have a set float/vector node on them

abstract relic
#

Look into Material Instance Dynamic

normal burrow
#

that too, that would be the better way

#

engine internally makes a instance where you have less control over it otherwise i believe

frosty heron
#

its to switch colors, maybe if reassign a new material

normal burrow
#

do what high tide said and you'll understand it

signal bone
#

Guys what you think about

#

Point and click vs dynamic combat

#

im trying to come up with a system that takes stuff from both worlds

#

So it doesnt feel so repetitive but at the same time its more quicker to handle when programming or adjusting

normal burrow
#

i think #design-chat might be the place to talk about this stuff but not sure

signal bone
#

oh

normal burrow
#

channel is kinda all over the place

plush yew
#

Any discord server with gay game developers

normal burrow
#

@plush yew 100% you want the 3950x, only down sides are dual channel memory and less pcie lanes. 3950x is gonna be much better of an experience in game dev (and cheaper too).

abstract relic
normal burrow
#

well if you look at benches, the 10980xe which has two more cores / four more threads loses out to the 3950x in most all tests.

#

quad channel memory is only really gonna help you for things with lots of memory movement and little processing, like video encoding

#

i'm waiting for them to start taking preorders on the next threadrippers personally

dark depot
#

ue4 just cares about clock speed and cores for the heavy stuff in the end the price savings on ryzen are worth it for how amazing they work in ue4

normal burrow
#

probably talking about computer in the 6k range yea

#

i think the 10980xe is probably gonna require equal investments as a threadripper would in terms of more expensive mainboards and yea... double quad channel kits hurt the wallet

#

sounds like some of the thread ripper boards will have 16 slot quad quad

#

max my 1950x out daily heh

dark depot
#

nahh in the end it will speed things up why wait for light bakes haha

normal burrow
#

3990wx will be 64 core / 128 thread

#

and probably an absolute slug

#

if its not just a stripped down epyc, it might be interesting

merry gazelle
#

Anyone got an an idea of what variable I need for a level/map. I want to get / save it in a function. Is it level streaming or level actor?

normal burrow
#

you need 4 ints just to set the affinity lol, its like a personal computer lab.

cyan merlin
#

I hope epic implements GPU lightmass soon

normal burrow
#

is the idea with that to preview lightmaps faster?

merry gazelle
#

RGB lightmass ftw

lofty pike
#

Excuse me, I need help with something in UE4.

sharp crest
#

it never gets old

wary wave
#

how in the blue heck do you increase the size of an editable text box, increasing the font does nothing

#

can't find any other settings

#

god I hate UMG sometimes

#

everything in it is so counter-intuitive

kindred viper
#

@wary wave size to content, or by the sizeX/Y

wary wave
#

cheers, ended up using a size box

uneven fractal
#

what's the proper term for making textures specifc to a uv map?

open eagle
#

how do I go between GameStates

#

like gameState_PlayerWon

#

or GameState_MatchStart

rough scaffold
#

Just uploading it to itchio already counts for UEJAM?

vague sable
#

TIL you can double click a blueprint path to add a reroute node to improve readability

dim plover
#

I'm learning Maya in the context of UE4, are Materials, Paint Effects, Animating with Dynamics, and Cameras and Lights useful?
These (for the most part) don't transfer over to UE, do they?

vague sable
#

generally no

#

some tools have ability to setup Unreal Engine setups which can transfer somewhat

#

material groups do matter

#

animations matter

#

you should test importing other things but I'm not sure if they would

dim plover
#

Are material groups just like material slots?

plush thicket
#

hey guys, my client straight up crashes when I try to retarget a skeletal mesh

#

v 4.23.1

#
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 61 from an array of size 61
#

is this something on my part?

#

or am I doing somtehing wrong

#

when I hit "retarget" it straight up crashes UE4

abstract relic
#

Yes floss

normal burrow
#

They have names and can be renamed too which can be helpful

#

And Mejko, it happens to me when I try and retaget something with many animation assets inside it, like an animbp or blendspace. Not sure how to fix (I was retargeting a dolphin to a shark using humanoid bones though so I didnโ€™t think too much of it)

plush thicket
#

so should I go about retargetting individual animations first? @normal burrow

#

if I retarget the individual animations instead of the BP, will then retargetting the BP work?

normal burrow
#

I gave up once I realized how dumb I was retargeting a dolphin to a shark. Itโ€™s something you could try but iirc it will try and retarget everything.

plush thicket
#

well i need to retarget in my case

#

I'm using the AdvanceLocomotionSystem (ALS)

#

and I'm retargetting a skeletal mesh with the same assets

#

the thing is, I've retargeted to that system before and it's worked perfectly

#

but for some reason, this time it doesn't work

rugged haven
#

I really want a 3D print of the Epic Mannequin for my desk, any ideas where I could find one if it even exists?

bleak widget
#

no matter how I call them, the situation does not change

rugged haven
#

Save and compile (if you heven't already)

bleak widget
#

done it

zealous cloak
#

is tehre a way to rescue a crashed project

#

it crashes when i try to open it

rugged haven
#

Find the location of the folders, and cut them out

cloud cobalt
#

Revert in your version control

rugged haven
#

Make a new project, and then re-add in the floders (should be same version or UE4 or wont work)

zealous cloak
#

havnt set it up, since my pc wasnt set up properly

rugged haven
#

(do that via windows folders)

zealous cloak
#

i tried and it also crashes

rugged haven
#

ko rupt!

zealous cloak
#

yep seems so

rugged haven
#

if the project is big then yeah, version control... if its not, then remake.

#

Try open with different version of UE4 in case you get lucky when it clones the project

cloud cobalt
#

Version control should be your first step after creating the UE4 project

swift spindle
#

Just nuke intermediate folder. Fixes most issues

#

And saved if that fails

#

( you can rename them )

zealous cloak
#

nope also fails

#

the problem is i have absolute no idea what i did the last month

cloud cobalt
#

The only thing you can do is remove particular folders until it doesn't crash

#

Next time, do use version control immediately so that such problems are impossible

zealous cloak
#

can i open bp sepeated if it crashes while openeiing a bp

#

i think it is because of my pawn

swift spindle
#

Question.... when you say it crashes .... like windows error or stops responding. Or acts like itโ€™s loading forever

glacial belfry
#

Question regarding virtual production. Is there any feature in Unreal that allows one to sync a tracking system(like a Vive tracker) with the timecode of a camera, to make sure the correct tracking pose is being used for the right frame?

timber minnow
#

Hi everyone, i'm trying to create multiple landscape with world composition and houdini.
i have created a landscape in houdini, then split it in 4 heightmap , and recompose it inside world composer, but i get those line :

#

does anyone know why i get those ?

zealous cloak
#

i tried to import it in a new project when closing and reopening the project it crashes when opening the BP

honest vale
#

@rugged haven couldn't you just export the mesh from engine and then just.. print it?

swift spindle
#

@timber minnow those are artifacts from your bit depth. There is no way to totally hide him. But you can minimize them with dithering and proper scale

#

@glacial belfry as of 4.21 there was no prebuilt way to do those. But you can certainly code one up in BP

rugged haven
#

@honest vale Shhh... ๐Ÿ˜›

glacial belfry
#

@swift spindle yeah I was thinking the same, my only issue is how to figure out what data from Vive Tracker matches what frame from the camera. I guess the easiest way is to do manual sync, but thats also prone to errors

swift spindle
#

Unreal now supports timecodes

glacial belfry
#

yeah from the camera, but I dont think the Vive tracker reports any kind of timecode with it

swift spindle
#

Mmm you might need to use an external timekeeper signal

#

Unreal seems to hate system clock

#

Not sure why

glacial belfry
#

Best thing would be to have the timecode from the camera passed to the Tracker that sends that data along with it

swift spindle
#

Well... you could lerp your positional data to your film timecode

timber minnow
#

@swift spindle thx for answering :)
what do you mean by dithering ?

glacial belfry
#

Alternative, since the Tracker data comes so fast into UE4, if you can make a sync step that gets the exact delay from the camera catches the frame to its available in UE4, you could just make an array that stores tracking data for each frame with the totalt length of the delay

#

(if that makes sense)

swift spindle
#

You only need the average saved really

glacial belfry
#

but during jancky hand held movement, the tracking would seem too smooth compared to the camera if you go with averaging

#

is my guess atleast. Think I will have to try it out ๐Ÿ˜„

lethal cliff
#

i found out, i have problems with opening a desk drawer which i made in blender. trigger boxes do nothing, but the same blueprint on a ue4 cube works . what can i change/what i made wrong in blender?

swift spindle
#

Yeah... but you donโ€™t mostly want that jerkynrss in video

glacial belfry
#

That depends on what style you're going for ๐Ÿ˜„ We've recorded lots of stuff with handheld REDs to get an "action" feeling

#

Basically, any virtual production setup should use the camera as ground truth

swift spindle
#

@timber minnow afraid youโ€™ll need to google tonight. Pass out time

#

Ah

#

@glacial belfry Ping me tomorrow. I worked on a system like this awhile ago. I gotta sleep

glacial belfry
#

Will do ๐Ÿ˜› Thanks for the input mate, appreciate it

swift spindle
#

Np good luck. There are solutions ๐Ÿ™‚

timber minnow
#

there must be a fix for those normal bug ...

cloud cobalt
#

What's there, mesh seam ?

timber minnow
#

landscape seam

#

i've imported 4 height map and i got those seams

cloud cobalt
#

is there a normal map on the landscape material ?

timber minnow
cloud cobalt
#

IIRC there is a problem with heightmap imports between components

#

Try adjusting it with the landscape tools ?

timber minnow
#

i should report this ?

#

i don't want to , everything must be procedural and not touch by hand if poss

#

but yeah if i smooth with the tools

cloud cobalt
#

It's not really a bug, it's more that heightmaps have no normal information by design

#

So UE4 generates some for you

timber minnow
#

it fixes the pb but i dopn't want to fix it by hand ๐Ÿ˜’

#

ok

#

and there is no fix arround this ?

cloud cobalt
#

Dunno, I haven't used heightmaps myself. It's probably possible to handle it, but it's not easy

#

Basically you'd need to take the normal from the neighbouring component

zealous cloak
#

What is a cooking filepath and what to do, if they are too long?

timber minnow
#

ok thanks

cloud cobalt
#

Move your project to like C:\project

#

And rename files

zealous cloak
#

and then put it back where thewere?

cloud cobalt
#

No

#

Keep it there

zealous cloak
#

can, they be relative?

cloud cobalt
#

Windows has/had a very small file name limit that still causes issues today

#

No

zealous cloak
#

ah ok

#

C:\Users\xxx\Documents\Unreal Projects\Content... is to long?

cloud cobalt
#

The full path including your assets may be

zealous cloak
#

C:\Users\xxx\Documents\Unreal Projects\a\Content\ExampleContent\Interaction\Blueprints\xxx.uasset

cloud cobalt
#

I mean

#

If you get an error on path too long

#

It means it's too long

oblique tangle
#

Could anyone give me a little bit of insight into how I could implement a sort of outward force from building meshes next to my player while swinging to keep him centered? Any help would be greatly appreciated!

gaunt void
#

heyho, someone here willing & experienced to help me with a mobile issue? Already asked several times in the mobile chat but got no responses

golden condor
#

Anyone here knows their way in PerForce?

#

I need help reverting back, never done it and I am very worried I might mess something up.

plush yew
#

what's the best way to check if a spawnpoint is in the field of view of the player?

thick herald
#

EQS maybe?

fathom vortex
#

Hi all! I'm currently working on a vr project for uni and for what ever reason the motion controllers (oculus rift)have stopped working on my project. I have tried it on a starter vr project and it's still not working. Unknown sources have been selected on oculus. Oculus vr plugin is selected on unreal and I'm using unreal version 4.21.2. Please help

crude vessel
#

Has any feature in ue4 been depreciated but picked up as a community plugin?

desert lava
#

Hi is there anyway to export unreal scene with baked lightmaps to sketchfab

cloud cobalt
#

Very unlikely

plush yew
#

does anyone know why when i pull out my weapon the weapon gos all big?

#

it like bugs out

crude vessel
#

Anyone mess.with the hair in 24 preview?

oblique tangle
#

Yo can someone help me out? I've got a .fbx static mesh of a city, but everytime I import it in, the collision is set up so that there is a massive box around the city model, and I can't move into it - Does anyone know how I can set it up in engine so that each building has its own collision?

fierce tulip
#

export/import separately. you should not have one massive city mesh

light thunder
#

@oblique tangle Otherwise the moment someone walks INTO the city, it will think it's hit a wall, whether you are on the street or not

#

The way you have it now, the collision is basically the "are you in the city limits"