#ue4-general
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the day someone taught me that double-clicking the lines added a reroute node, was the day I started adding them even if I didn't really need em ๐
sometimes you have to sacrifice performance for better looking blueprints!
can you add one if it's not connected to anything yet?
yea you can start your bp with 1000 reroute nodes
some1 should sell a MP asset with premade reroute nodes
how?
lol
np ๐
@remote roost lovely Blueprint
Why do you people not use functions?
I use cloud functions ๐
cant get more multithreadded than that ๐
it has some uses i guess but there is some delay
I use firebase functions
Quick question, havent used UE4 in over two years. Is Paper2D dead? I wish to make 2D isometric game with ambient lighting and 3d scenery.
It kind of is.
AFAIK, epic hasn't updated it in like 17 engine versions or so
There's some community effort to revitalize it, but i'm not up to date on any of that, i work only in 3d
@winged walrus there are better options these days. Godot does ok for 2d. Unity obviously. You could do it in Adobe Animate too tbh.
Thank you for input!
consider that for 2d I guess
Hey,
For the past year or so I've been working on a secret project for the marketplace. It's called Pixel 2D and it's sort of a beefed up sequel to my previous 2D
if you want to remain in UE4
Does UE4 have a feature to unwrap or something?
hey, does UE forum works now? getting weird message
works for me
@cloud cobalt ๐ข would be nice to have at least something like box unwrap...
Use your modeler
It time consuming to jump in between, importing and stuff...
not sure I see the workflow here
how come your model reached UE4 without correct unwrap UVs in the first place?
^
Basically every model comes from your modeling software already so just do it right
I am new to UE4 and forgot to unwrap a model, but it's a plain box and I thought that simple box unwrap will do the job. But if there is non, then yes, I go back to DCC and unwrap it there...
be ready to practice that loop more ๐
@silk rock me too :(
you can just reexport the model in the same place and press the "reimport" button in UE4 btw
opened with firefox instead of chrome, and everything works fine
it's second time when chrome cant access UE forum / marketplace at random moment
@midnight tree Reopen the 3D model in your modeling software, unwrap and export, click reimport in UE4 if you haven't set it up for auto reimport
The whole thing takes literally 30s for a quick unwrap
unless you didn't save the original model 
... I did not even think of that tbh
I can imagine "no version control for assets" but not having the asset at all would be a new low
I want a plugin that blocks submitting an asset to source control if the import path points outside the project folder
Fuck that, let's have a plugin that fails to import if source control doesn't come up
you can export an asset back to fbx from unreal engine
Instant 30% less traffic on Slackers ๐
so if you didn't save it/someone else made the model you can just export it, edit it, and reimport
@forest ingot It will be nowhere near the original asset though
idk why I didn't think of that much simpler solution lol
it won't? it's worked fine for me before
besides the mesh being triangulated but I can fix that with one hotkey in blender
It's gonna be triangulated, for starters, and raw geometry that lost all modifiers, smoothing settings etc
It's probably fine for a quick fix that reimports without major changes, but otherwise it's still not great
well yeah but in that case it's your own fault if you don't save the original and it's better than nothing
Obviously
I want a plugin that blocks submitting an asset to source control if the import path points outside the project folder
I'm not proud to admit this, but I'm glad you said this because... guess what I've been doing.
UE4 evaluation mode : you can use it for 30 minutes and after that it requires setting up some form of source control
noooooooo ... think of all the students you will destroy
also, when you save something, the editor will crash exactly 137 seconds later.
30 minutes is a bit long
Creating the project takes less than that
Hell, arguably you should create the source control workspace before the project
that might be a bit difficult unless you have a template ready to use
that template is big egg
Honestly you can start with Intermediate and Saved and like, you're good to go
so how do you deal with a merge conflict on .uasset files?
๐ฑ
Technically you can use the UE4 Blueprint merge tool if it's a Blueprint, but....
well you find the other person that modified the file and you resolve the conflict
I suggest chair jousting
lol
The main reason Git struggles at game content is that locks are only implemented in LFS, and poorly
can you elaborate on "use locks"?
"Use Perforce" is what he meant
^
Git has locks, but they're unusable
locks are basically saying to everyone "I'm changing this file so everyone else buzz off from it"
Locks = file has to be checked out for one person and everyone else is barred from editing it
oh i thought this was a ue4 specific thing
of course, now you get the problem of people checking out random shit and just leaving it locked forever
The problem is that locks spit in the face of most Git concepts, like decentralization and branches
well, that can always be resolved with the proposed chair jousting xD
but is git gaining traction here or svn still preferred?
print out the two versions, fold paper swords out of them, and fight
the one that breaks first is deleted
ok so i have an unrelated question. the students are unknowingly editing engine content. like one of them changed the simple collision on the default cube, which caused problems for anybody else relying on expected behavior...
i found out that I can use epic games launcher and "verify" the engine to restore original functionality.
is there a way for me to prevent engine content from being edited?
or should i just plan on re-verifying every now and then?
mark the engine content folder read only in windows 
but then i can't install plugins right?>
plugins don't go in the content folder
I guess, you could also set it on the config folder
but that's probably useless since it never modifies that
i'm kind of curious though, how exactly was non-admin able to do stuff in this folder in the first place through the editor?
(i'm bad at windows, usually in *nix)
why wouldn't you be able to edit it?
it's owned by the admin account, and under C:\ProgramFiles ...
i thought that stuff was "default protected" from non-admin
the epic launcher seems to set the permissions to allow everything when it installs something
interesting. i'm ok with accepting "magic" as the answer ๐ thanks again for the fix, seems to work!
Probably want to make the Source folder read-only too, if not already.
alright so ive been trying to get this key bind system to work for about 3h now you can set the key but when you set another key it changes the key you just changed back to the original key it was at
this is the ui
and this is the keybindingsbp which is just a character bp
it basically only lets me change one key
also heres a gif if it helps
https://gyazo.com/a117d4aae15bffb5304626bba92273c4
I'm trying to follow this tutorial on settings up a chroma key material in UE4: https://www.unrealengine.com/en-US/tech-blog/setting-up-a-chroma-key-material-in-ue4
He creates a custom function Extract Color which he then uses in the material editor as node: https://i.imgur.com/GSGJmiF.png
How do I create this function so I can use it in the material editor?
create a node called Custom, copy paste the function from your link on it, add the parameters on the parameter list
how do I create a node*?
Hey guys, I have a question that may call for opinionated answers. I'm trying to switch over from Unity after about a year of learning. Within that time I was learning C# as well. I'm not the best at either, but have always wanted to learn Unreal and figure might as well even thought it's considered more difficult (by some). With that being said, would it be smarter to focus my time into learned BP inside Unreal and learning C++ proper, or should I go all out and do Unreall C++?
i meant add the node on the graph, dont need to create from scratch
I can just copy the code in here?
yep
oh thats handy, thanks!
@tidal totem I would advise go with BP first. C++ and specially UE C++ can come any time later. You can do a lot without it.
@digital anchor How do I set the parameter types? https://i.imgur.com/DuFphFa.png
i think its not needed
Thanks @lapis vine that's exactly what I was looking for. I don't really know the extend of BP, so it's great to hear that a lot can be done with just that.
seems to work ๐
so I'm debugging something at the moment, and one of the encroachment (overlapping actors on a certain channel) checks is coming back true when I wouldn't expect it to
the actor it is apparently encroaching is "Generic_Mesh_NoGeometry", which makes no sense to me
the only reference I can even find to that is an fbx import error
if i have a particle effect in my scene - that shows in my seqeuncer but is not rendered when i render out my seqeunce - what do i need to do for it to show up in the render ?
it was a few years ago, but when we had that same issue we made sequencer activate a blueprint that activated the particles. @gaunt raptor
yeah thats what i figured - ohh well ill try it out ! thank you
Can you transfer blueprints from one project to another?
same version > yes (as long as you migrate properly)
to older version > nope
to newer version > maybe
(not trying to be like "Yo google ffs" more like: it explains it better than I could in less time)
I suddenly can't see the folders in the right side menu
help what did I do
turn whatever filters you have enabled off
i already reset filters
@dark rune Did you check this setting:
yes but still did not work
but nvm I just rebooted the editor and it fixed itself
is this a thing that just happens
those things happen sometimes yeah.. :/ glad you got it fixed!
@tawdry lily I just realized i had typed a single spacebar into the search tab
So that was why
haha, oops XP
lol
How to make it so that i need to press 2 or more buttons to do something
Hey guys, So recently i upgraded my machine to an i9 9900K with 32gb of ram to help me improve shader compile times plus light builds. Light builds have increase an insane amount however shader compile times are still quite slow. Does any one kow af a way for my to imrove this.?
9900k is good for gaming but not so much on development
Youโd want more cores and threads for these things
Shader compilation is slow on even the best rigs, it's best to just work around it. Have a lot of parameters, cut down on permutations, avoid needing recompiling shaders
True but these things scale better with thread count vs. core performance. If those two things are what you desire (light mapping and shader compilation) youโd be better off going with a 3900x or 3950x if you can still return. The 9900k is still gonna be a great cpu, just the exact two things you mentioned itโs not ideal for
Ahh ok, its too late to return now. i'd also be out of a computer while its being returned and i use it for client work. my old machine died and it was the best i could get my hands on in short notice. apart from slightly slower compile times i havent seen an issue with it tbh. I build VR projects which is why i decided to go for something game worthy aswell.
Yeah itโs not a bad setup. Just do less of these things as stranger suggested how.
@north kelp - apparently there's some issue in the newer engine versions that has massively increased shader compilation / light built times on some systems
but the cause is currently unknown
starting with what version?
@wary wave Ahh ok, thats good to kow. but im using the oculus quest source code build so i doubt this might be my problem but hopefully that helps others.
An issue that only affects hyperthreading stuff on intel?
I don't know with which version, my projects either use dynamic lighting or custom solutions
Only other hardware thing I can think of Jonathan would be to make sure your temps are good. It may be scaling for temps
Since i have access to source code im going to try this but i have to rebuild the engine. https://rhycesmith.com/2019/05/27/improving-ue4-shader-compile-times/
Ill let you guys know if it improves anything.
ugh, don't do that XD
I feel like you'll get marginal improvements in shader compile that
at the expense of making your computer mostly unusable while it's compiling them
Yeah, that
if his computer got 100% improvement in shader compile speed with that
maybe he should stop playing Fortnite while shaders are compiling ๐
or stuff like putting UE4 editor in not "Real time"
I still member times when UE4 was actually okey at compiling shaders and material editor was actually usable.
Though if you donโt run chrome or Spotify or whatever while you work, this might be a way to improve shader compilation jonathan. The more idle cpu the better
When was this deathrey
4.19 and below
Think I came in at 4.16. Do recall it being a bit snappier then
Hey ๐ Iยดm a beginner with UE4. I imported a house I built into ue4 and now I wanna create dense grass to the garden around. the problem I have is no matter if I take quixel grass or the grass from the open world demo collection.. it always tells me that I should decrease the lightmap resolution of the foliage.. but when I do that it doesnยดt look good anymore...
and another question: is there any way to kinda cut the grass at the edges of the surface? In forest pack pro itยดs possible but I couldnยดt find a way yet to do that in ue4...
You cant exactly cut the grass but you can use the grass node on the material to spawn grass only where the material is. Regarding the lightmaps its difficult to get righ i find. just trial and error.
alright! ๐ thanks! ๐
Just a quick Q to the knowledgeable UE4 users. Is having an Actor that has tick fully disabled and replicates only once every second. Having hundreds of these in the world, is that expensive?
why does it replicate once a second?
Do they all (try to) replicate at the same frame? What are you replicating?
Some visuals.
It's probably cheap, iunno
The Replication frequency is set to 100 by default right ?
does anyone here have experience with using gauntlet on android devices? (specifically trying to work on oculus quest)
Iโm not in unreal atm. On my phone
This issue was marked as fixed in 4.19 however I'm getting it in 4.23. Can anyone else confirm this?
hello! How do I have lighting auto update in editor. In unity if I put in a light and rotate it, it adjusts roughly what the shadows will look like
in unreal every time I move a light I have to rebuild the lighting every time?
Movable button
I have to make every object moveable to see the lighting in real time? and then Do I move them back to static once I like where they are?
oh okay! and then when I'm done perfecting it I just switch it back to stationary?
You canโt change state in game
Yeah
I mean as long as you only need it in editor to move yes
@nova spruce
Static = Fully Baked
Stationary = CSM + Dynamic
Movable = Dynamic
CSM?
so I should use stationary, not movable?
I just want it to live update the shadows while i'm working
TinkerTyler stationary just means you can change color
like if I rotate the directional light all the shadows dissapear and it says "rebuild lighting"
its Cascaded shadow maps
Movable is what you want to avoid bakes
My mistake, stationary still uses LIghtmaps but you can adjust the direct properties at runtime
I just want to rotate it and see the new shadows.
I use static lighting 99% of the time so not too familiar with stationary or moveable workflows
then dynamic
@normal burrow i was wondering how you do that
Change color?
so you just rebuild your lighting every time you move the light slightly to see what it would look like @somber quail
No pat just said if you use moveable you don't need to bake
@nova spruce Yes, I do ArchViz. We have a small build farm and have GPU Lightmass installed on all machines so it doesn't take long. You also build at preview or medium when doing tests.
ooooh
that makes sense
and I getcha josh, just wanted to know why he only used static, arch viz makes sense
and a gpu farm hahahahah
GPU farm jesus
may I ask where you work @somber quail
not looking for a job, just have a friend who works at an arch viz place in britain
oh no, I'm from CT, USA
I work at Soluis
Ah 'friend'in Britain gotcha
Friend is in London
Lots of USA blokes in here
fight me
๐ ๐
hahahah
Itโs that AOL thing
I love the idea of living in America tbf
I don't know what a bloke is, but I defend your freedom to say it. MERICA
It's just another word for man lol
and it has it's ups and downs, especially now, but you guys pretty much are having the same thing
i know i know hahah
Mate our tax is fucked
ok okay, getting off top joshy, we'll talk in private if you want.
If I made 1 million, I'd have to give 400k to the govt
@plush yew
Yeah ๐
@plush yew Performance testing should be done on shipping builds using a combination of built in profiling tools and graphical debuggers
Unreal insights @plush yew
If 4.23
Stopwatch

Could use insights on editor but itโs gonna negatively affect results
Swarm keeps track of timing already I think
Sweet do you have said cpu?
Me too 3970x tho
Itโs all I do pretty much, is how I justify it
But yeah itโs not cheap
Hell no yeah lol
Though compared to my 1950x it should be night and day with gaming lol
Yea my 1950x is always the neck of bottle
I'm getting a weird error while saving
hello, i am trying to figure out this probelm in my simulation game, Whenever i play the game in unreal it works perfectly fine- i can drop 3d models of objects, add thier rows and colums and other things, but same thing i do in packaging it doesnt work ? does anyone have any idea why it might not be working ?
also it says packaging succesful so dont know what is going wrong
"You do not have sufficient permission to save the following content to disk. Any changes you make to this content will only apper during the current editor"
Most likely you need to enable long path support in windows and in Unreal Ross
My thirdpersoncharacter suddenly got deleted and i got these errors
is it corrupt?
@abstract relic how does one do that?
it would be really nice to be able to select a few objects in the world outliner and then convert them to a blueprint actor
or at least if you tried to copy and paste them into a blank blueprint, it would carry over all the relevant data =p
For Windows:
https://eocloud.cloudferro.com/knowledgebase.php?action=displayarticle&id=135
For Unreal:
Simply enable it in the editor preference
๐ค Never seen that... What do you mean "suddenly got deleted "
i opened the project and realised that my character controller had been deleted
Was working fine the other day
anyone here that can help me out?
@timid jacinth i had that the other day. you need to find and delete the asset causing the issue or slow Migrate your project to a new one
How do I know whats causing it
@timid jacinth try fixing up your redirectors
thanks ill try that now
If things get moved from one folder to another, it can cause issues
and do that
mine unfortunately got so messed up i had to move all to a new project
Where do i find that option
right click any folder (I usually just do the entire content folder)
^what he said
does it crash if you do anything?
No
do you know where that asset is?
Interesting.
you may need to load everything in a new project
create a new project and copy the content?
thats what i did
alright doing it now
Wait .. @grim ore Live streams ?!
for now and for the future should i still use 4.22 or should I switch to 4.23
i'm using 4.24
i didnt ask that ๐ sry
I need a straight answer
cause i am a bit under pressure
Do you need a feature from 4.23?
@radiant haven check out the futures of each and weather your game will benefit in the future from upgrading or no
Release Notes for Unreal Engine 4.23
it would be great is there were buttons and keyboard shortcuts to go to the next or previous keyframe in the current timeline track
guys, any idea why my game isnt able to call few refrences whn packged but is able to call them during editoir play ??
I have setup a basic enemy that uses ai perception. How can I make it so when my enemy hits my character, the fps camera snaps towards the enemy and the screen shakes?
hey! I'm trying to create interactive apartment and be able to change wall, floor etc textures in game using a simple popup menu with texture thumbnails. Do you know some tutorial about that? Been trying to find something but with poor results. Thanks!
@slate urchin for starters you can change textures in blueprint by set texture, you could start by building a widget, adding a few images in the widget, add buttons on top and just bind the button with what texture you want
@plush yew to move the camera grab your camera in blueprint, get the enemy world location and set that as the new location, delay and set back to normal after delay?
I have a question. The AGameModeBase for the dedicated server, I am wanting to do all the physical computations on the dedicated server since my hardware has massive GPU capabilities then communicate the physics computations with the clients. Can you set up the dedicated server to use GPU computer thru OpenCL or Vulkan for math computations?
@jovial musk @errant osprey Its still not there
@vernal thicket I'll try that, thanks!
@slate urchin by the sounds of it though your probably better off having whatever you need (I.e wall, floor) as individual things you can reference like an actor, theres probably an easier way to do it though
@slate urchin if it's an actor for instance you can add blueprints to it, and do a lot of it from inside that actor blueprint, such as when you look outline the wall with a white line to show you're looking at the wall
@timid jacinth you might want to try posting it in the forums and waiting for an answer before changing too much and breaking your game especially if you've put a lot of time into it, I've broken games before by prodding too much lol
@vernal thicket having an outline would be awesome. Let's say the best option would be to have two modes: normal and edit mode (showing outlines and options etc)
@timid jacinth or backup?
@slate urchin well tbf you could just have it so when a key is pressed while looking at wall to open 'menu' for that wall to change things. But obviously it depends on the style of game you're going for, my mind is going more towards a Identity style game lol
@timid jacinth yeah that's something I've learned the hard way lol
haha
@timid jacinth Goodluck bro, and remember, if it's a bug, someone else would've experienced it, searched and found an answer somewhere
@timid jacinth If it's just the default thirdpersoncharacter and you haven't made any/many tweaks to it, I would delete (or back up) the .uasset from your file explorer, delete your Saved and Intermediate folders, start a fresh blank project with the 3rd person character template, and migrate the asset into your project fresh.
@timid jacinth Happy for you bro! Make a backup๐
i will haha
Everyone here is from the internet
Fair point ๐๐
@vernal thicket great idea! thanks ๐ Well, I'm trying to learn how to make interactive interior presentation of a house, apartment etc
@slate urchin ah right sounds good!
question - i have a bunch of UASSETS deriving from a game that was on an older version of UE4 - i tried putting them onto a project on the latest version of unreal but similarly to trying to open uassets saved with a newer version of the engine in an older version of the engine - the assets dont show up in the content browser
is there a workaround for this?
hey guys, I've done some pose rotation inside an animation (directly in UE4), yet I can't seem to make the new pose stick. the pose is unrelated to the animation itself
@remote fulcrum check this, maybe you can find a fix https://forums.unrealengine.com/community/general-discussion/78098-revert-downgrade-project-from-4-11-to-4-10
General discussion about the game industry and the Unreal Engine community.
@rotund scroll what are you trying to do? Change the base pose of the animation or?
trying to change part of the animation that isn't touched by the animation controls
Can you not just set it to the pose and 'add key' to the animation where you want?
I guess, I was just thinking there'd be a way without having a key set given that this part of the animation isn't touched
like the anim is upper body and I need the legs to be correct
alternatively if I could separate the upper body anim from the legs somehow
cast anim but yeah
Okay sweet
Do you have a normal blend space, based on your character idle - walk/run based on speed &/or direction?
I have the basic stuff the 3rd person template ships with currently
Right okay, so a blend space will change the anim on whether you're moving or not
All you have to do is, in animation blueprint, add a state after entry > idle walk/run
So connect the state to idle walk/run
that's done already
Okay go onto your casting node and screenshot for me
Now go into your idle/run and screenshot for me
Do you want to add me as a friend and I can talk you though it privately?
Okay no worries, right
So go under your casting, disconnect the play casting_young but keep it in there
Anyone know the header that defines the UCLASS() variable for Unreal Engine in C++?
@dry merlin not me sorry bud it's pretty quiet in here check the other channels
@rotund scroll you inside the casting?
yea
So add your third person_idlerun_2d
Connect the speed variable
Drag off the thirdperson_idlerun_2d and type layered blend per bone and add that
Connect your casting_young to the base pose 0
Click on the Layered blend per bone node
And screenshot that for me I forgot what the next bits called lol
I need to see the details panel of that layered blend per bone node
So where it says Bone_Name, pick the bone that's at your characters hip
So if you look at your characters skeletal mesh, you should have a bone at the hip usually called spine_01
Type that into the Bone Name, make sure all the letters and characters are exactly as it's spelled in the skeletal mesh or it wont work
Then where it says blend depth, just set that to 1
๐
thanks
but just to be sure, there is no way to truncate parts of the anim that aren't being used by keys in the animation editor_
?
I'm not too sure on that one bud, I use the blend as i buy my animations and wouldn't even attempt to add my own in fear of the mess that would become lol, I'd check on google
fair point
But once again as I said earlier to someone else, word it in different ways you might find your answer
I'd love for a permanent way of just discarding junk anim data if you see my point
@vernal thicket I appreciate that, will do
@rotund scrollyeah I think you can delete the anim keys you don't need
I can't even see my player start
thanks again for the assistance, at least now I got something functional ๐
No worries pal
@atomic forge Check to see if game view is enabled
in the viewport dropdown
it will hide all editor only gizmos
np
@rotund scroll oh p.s, if you only wanted the cast animation to play once at a time, go under the casting, click the casting young anim inside the state, where it says looping turn that off, and the nodes to and from idle to casting will need to represent something inside the game, albeit left mouse button as the transitional rule, and then to go back to the normal anim just put the same variable with a NOT boolean
ah no worries it's looping
I'm trying to transition to state based animation that also fits with advanced locomotion, so that I never have to do root motion
Hey, guys!
Has anyone ever had a problem with a client beacon not receiving replication when connected to a hostbeacon on client build configurations?
to be more precise ALobbyBeaconHost and ALobbyBeaconClient
Is anyone here relevant with Matheo's Drag and drop Tutorial !?
@topaz dawn dont know. Have you tried the #multiplayer topic here?
No I didn't. Thanks @spice canopy ! Gonna post in there
@vernal thicket I forgot to ask, is there a way to copy a transform from a pose onto a keyframe in another animation? for instance as a starting point
Hey guys, maybe a bit of an awful question to ask but Iโm trying to come up with a sort of game demo within the next month and a half. Iโve done a few of the official blueprint tutorials in the past, but this is the first real time I have time to sit down and actually learn Unreal. I was wondering if anything decent could be produced from that sort of timeframe? Given I put a significant amount of time into it.
Yes.
yes
^^^ !!! also, check out quixel megascans, they have great tutorials on youtube and super nice assets for you to use ๐
(NOW FREE!)
so say i have 10 instances of BP_MyThing in the editor. And somebody else made a different blueprint BP_BetterThing. Is there a way to select all instances of BP_MyThing and change them to be BP_BetterThing?
yes

@atomic forge was that directed at me? If so, how do I do it?
It was directed at the other guy, but there probably is a way. Are they instanced through blueprints?
hehe np np xD yes, i think i just found it. it's in Details -> Actor -> Convert Actor
Where would I find "grass type" settings?
@tribal steeple If you not
@tribal steeple Something like that? how to draw on map? by pen on ground?
Possibly 4th down in the google results of that exact question?
And put deferent type?
?
You searching how to do that?
Searching now
... Where would I find "grass type" settings? You ask how to do something like i show on printscreen?
I was having an issue with an asset so I asked a developer and they said I can change fix it in the grass type settings
A Quick Start guide for setting up and using the Grass Tools.
Look that this give you full answer how to paint and get fun around grass.
That help you?
I think I found the issue
The grass would come from a material, I didn't have to paint it
But now I broke the grass altogether, but at least I know what to change
When you have terain you puting on the ground by painting ground
You use material to paint
I made the terrain material the ground type I wanted
Yes its pretty this same. But you ask more abaout material or grass like a model?
Its different assets any why that link give you right answer. On down you have extra information
Good lack.
Thanks :)
Evening gang
When i come back can someone help me via voice chat?
Sorry I'm getting pissed off with trying to do something. Doing the same exact thing 3 times 3 different outcomes
I feel that
Been trying to get grass to work but I end up having to reimport 961 height map tiles
Had to reimport 25 times now
I do not understand your question@polar viper
I can help you via voice
But when you come back?
@gaunt tide So maybe you take that asset export to new project and get practice?
I've been trying to get interactive grass to work and it's different outcomes each time
Thank you
Yeah 1. Fir frech air 2. I need to get things 3. I need to feed a cat
Well it has to do with how I originally made the BP for my material
@polar viper The answer is simple We do not know nothing about your cat. So when you go back you can ask. But what if your cat eat you?
As the texturing is based on height and slope
If problem is? Alweys when you change something you need to debug and its spend time. 1. you can change quality F1 F2 F3... But or export that to other game end experiment in other place until you get know how its work.
How i know grass is not generated by blueprint.
Is more like included in UE.
Im trying to send a screenshot but Gyazo isnt working atm.
So my texture samples go into a Landscape Layer weight than to the Base color in the material node. Would I just add the grass before the input to the layer weight node?
@jolly cairn it's not my cat it's my sisters lol. She's out of the country for 2 weeks so i have to cat sit and feed him.
I'll be home in 30-40 minutes
hey how do i get rid of this texture streaming pool limit thing
so... what would be a good way to add simple movement to a simple object.. without character movement, and ideally without physics?
also.. this is for AI, so it needs to be controllable. I was thinking projectile movement.. but I'm not sure how to control it yet
in other engines, like Unity or whatnot, I guess I'd do it with physics tho...
I just want a simple impulse that pushes the dudester
ideally.. not every tick, or with some custom tick
How can i clear an actor variable
hmmm.. I store the default in another variable.. maybe there's a better way?
When I create an anim montage from a 240 fps animation, the original animation has 104 frames, but the montage only has 12. Anyone know why?
there might be math here
how long is the 240 fps animation in seconds
12/30 == 0.4
104/240 == 0.43
so i'm betting your montage frames are in 1/30 intervals
30fps
@jolly cairn that's me home
if we add another frame 13/30 is also 0.43 so i'm pretty sure its doing something with 30 fps
So I guess Animation Montages are locked at 30 fps?
they might not be literal frames
i have no idea really tbh
30fps is the default animation timing though for ue4 iirc
@jolly cairn im on the vc
This may sound dumb.... but i have to ask.
When your using Dynamic Lighting.... Should you set the: Force No Precomputed Lighting in the World Settings
The google didn't give me the direct or even indirect answer that i was looking for. lol
oh god...
TIL 'translation' of gui widgets will totally throw off 'drag offsets'
that plagued my game for 9 months i couldnt figure out why my draggable icons for certain things were so screwed up
dont set'translation' of widgets if you can help it, just use the X and Y positions to position them lol
Are there any tutorials on setting up swarm agents over a network?
so i cant change that inside c++?
You make a new AProjectile
and could then switch parent class on the blueprint if you wanted
https://www.youtube.com/watch?v=D4UM73O7Zxs im basically following this tut. but its over a year old and i dont have what he has, so i made a new c++ actor and im just copying what he has in mine an hope it works ๐
Learn to make games in Unreal Engine 4 C++ today with Tom Looman in this step-by-step video! In this intro to C++ tutorial I will quickly take you through th...
5:00 for the time stamp
yea i see nothing like that in your project
type projectile
A means actor, its excluded from name
@plush yew #looking-for-talent you aren't gonna specify anything?
the black one is what ive made
the one in the tut is the pre made one with the first person template. but i dont have that one, which is why i was wondering if epic remove the projectile ball and replaced it with a line trace
can't you fire up pie and see?
@nimble anvil I didn't because i dont request anything special, it's just voice acting for a pirate
just the one i made
tada
thats not what im looking for though
there is a projectile that comes with the first person template. which is what is being using in that tutorial. but i dont have it, i think epic removed it but im not sure
what happens when you shoot?
nothing
https://www.udemy.com/course/unrealengine-cpp/ im considering buying this while its on offer, but im not sure how updated it is, it says last updated jan this year. but i dont know how useful that would be. like whether it would be outdated info or not. i would imagine not
These courses go on discount most of the time. 2nd: it is up to date with 4.22 at least I think. Then instructors usually are responsive and can help (3rd).
thank you, the only other issue is i seen a comment say he uses this https://www.wholetomato.com/ and its like ยฃ75 but i dont know how useful it is
on the website it says massive companies use it, so i can imagine it to be really good
Visual assist is optional and the course is really well done. Do not hesitate.
VAX is also awesome, although optional yes.
one of my main issues in c++ is the intellisense doesnt seem to always work and it causes so many issues for me
i couldnt tell from the website. is vax a one time payment?
yes and no
you pay for a year of updates
after that year, you keep the last update you had forever or you renew
can that still be used for commercial projects after that year is up?
yes, but no updates that come out after that year is up
only the versions covered up to the end of your year
which is a problem when new visual studios come out that you want to use
im on 2017 atm like, had issues with 2019
i've not tried 2019, everything is working and i don't chance it lol
im the same ๐ i appreciate your help btw, i really want to get into c++ as i've used bp for a couple years now and want to progress. but every time i try a c++ tut it never works and i just loose motivation for it
uuhhhh?
The marble example is pretty cool
it says: Sorry, your account is inactive and may not login.
marble example?
yea the template
Thank you for typing that, Im wondering if anyone knows why?
dunno what your trying to do but if its quixel i've heard of people having similar problems to this recently.
I have an email saying my accounts been banned for suspicious activity and it says I tried to get a refund for something today but I have not submitted any refund requests? Maybe my account got hacked or something
Does kind of sound that way
choice
things that go into the private folder aren't available to including modules
so he has set that up? he doesnt show how
it doesn't have meaning when your not externally referencing your game module in another
You just make the two folders and put public headers in the public folder, and private header and all cpp files in the private folder
you just name them Public and Private
this is the issue im currently facing
you can safely ignore anything with that abc icon
where it says build + intellisense
set it to just build
is what ive done wrong? seems like im setting the root component to the collision comp
are you actually building though?
If you are, you don't have that variable on the class
anyone else unable to login to their account
build - build solution
password wont work and i dont get the email to reset it
@neat forge
his issue looks to be different
idk
I figured it out
F5 you don't have some variable on your class then
I got an email saying fraudlent activity detected and i got a refund on something I purchased a few weeks ago, but its because my credit card was stolen and I had to get a new one, so that card is now invalid and epic detected that the card is now invalid I guess
look at their example in the header for a CollisionComp in the .h
his
looks like i finally got an email after the 3rd try
mine
i noticed i spelt sphere as shphere ๐ but fixing that hasnt done anything
im thinking the #include stuff is missing at the top
hey can i get some help with reducing the texture dimension
F5, only look at your Output tab. The Error List is useless.
Take a look at this. Nice qualities of life stuff.
https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html
now you know how to handle this error
Does anyone here know the shortcut in blender to select along a line? I'm trying alt click on the line but nothing happens
Is get right vector bugged? It's returning the world right vector instead of the component right vector
you mean its returning 0,1,0?
hold on I just retested it and it's not, Im trying to rotate an object by its right vector as an axis, and when I print the Y value of the right vector it changes as it should, but its rotating as if Its being told to rotate along the world Y axis
maybe Im just a huge pepega and theres something im missing
This should be rotating it 10 degrees every second by its right vector
if I add two vectors then normalize them I'll get the average between them with a magnitude of one, right?
Just going off of intuition if the x value of the vectors were 2 and 1 and you added them together that would be 3 which isnt between them
I think you would need to add them then divide by 2 but thats just a guess
because I'm adding several vectors together and i'm trying to get the average between them
try adding them all together and then dividing by the number of vectors
normalized vectors always have a magnitude of one though, so it wouldn't be three would it?
I think the magnitude would be 1 but the direction would be different
try not using the constant version
well yeah direction is what I'm trying to get
average direction between these vectors with a magnitude of one
When level streaming bugs out on you and your terrain isnt connected....https://gyazo.com/f787eb72a9471fa7bc1d617d6cb5b1fc
Adding an normalizing should do that right? I'd normalize them all then multiply but some of these vectors might be 0
add the vectors together and then divide by however many vectors you added together
Anyone experienced in tiled landscapes? More so than the Ue4 pages
after some ms painting it looks like adding them and normalizing would also workj
at least in 2 dimentions
not sure about the 3rd
but by normalizing you're doing more math so just be aware that it might be slower
@autumn crystal
also there is an rinterp
Hey I'm having the exact same problem as this person https://help.quixel.com/hc/en-us/community/posts/360008485437-Unable-to-import-static-meshes-foliage-from-Bridge-into-UE4
Does anyone know how to fix that?
which would smooth outthe rotation
you can throw the location out
@autumn crystal what exactly do you mean
https://imgur.com/1iGOBhk Ok so I have this arrow set to rotate on its right axis 10 degrees every second, does anyone know why the direction im firing it is having an effect
All primtiives are scene components just for reference
its more about the actor type you want hours
your name
if you create a blueprint off the selected actor
you can change the parent type maybe
big brain right there
to regular actor
k open up enemy bp
go to class settings
and change parent to Actor
yea change parent class to actor
it might delete your static mesh, but you will want to add a static mesh component anyways
i think it will still keep addl components you added
yep so you'll want to not save if it does
yep
make a copy of the bp if you think it might lose data
now your scene root isn't locked yea?
lol ๐
you pasted it to discord before reading lol
yea np
yea np
whenever you run into something like that limitation on changing thing its the actor type conforming that, so moving back to actor will let you change stuff
do you see a delta seconds argument
you will want to multiply things by delta time to set a rate in.
5 * deltaSeconds
means 5 per second.
unless you are making sure that function gets called at a specific rate on everyones computer the thing will move at different speeds based on frame rate.
so the idea is 1 cm at a time?
your missing square operators before the sum operator btw
er nvm re-read
if you want distance its sqrt((X^2)+(Y^2))
sqrt is what you want though
yea so, this gets you distance though
its asking for time
so with distance, you say how fast you want it to travel
50cm per second would be distance / 50
yea
if your setting a destination, which it appears to be whats going on i think you've got it. though, i'm not entirely sure i understand what xloc and yloc represent, and am confused by the target relative location name of argument
relative to what though?
for that distance calculation, you'd want to use the x and y movement amount not the starting location then
they move to zero?
then your good
I've not used this thing your using, you just need to verify if its smooth or not
is there a way to cast a shadow from an invisible actor ?
Guys need help, any idea why my game isnt able to call few refrences(fbx models) whn packged but is able to call them during editor play ??
These soft references may need to be implied to pack
Take a look at project packaging settings
May need to explicitly define each
Or just allow it to be more curious somehow
What's the channel to ask for help in
Yes ken but the additional assets to cook is likely what you want
Right now it sounds like maybe these things are just not packaged
okay let me try that once, thanks a lot
All things In each directory you put there will be sent out with the game
@lost lily Depends what you need help with
if it's programming go look at the programming channels and see what's relevant
animation
Where were you setting the soft references?
so I went to animation
@lost lily Idk how well people respond cause i never do animation
are you having issues trying to get them to play or what?
They respond badly
ahahahah
is it possible to use C++ and Blueprint in the same project
yay
Itโs the fun part mixing the two yea
That actually looks worthy
hey so my post process effects are all messed up when i render my scene as an image sequence
anyone know of a solution to this?
actually it seems as though it goes darker when playing in viewport / simulating as well
auto exposure?
i checked* that, i turned it off
can I make a blue that kinda fades out towards the center in a Image from the WidgetBlueprint
or do I have to do that out of UE4
you can make a material using radialgradient as an opacity mask and assign it to the widget
ok thx
Hi anything good for this month free content?
We won't know until later today. If they update them at the same time as they have in the past it'll be sometime around 8 or 9 hours from now.
Is there anything special about Blackboards/BehaviorTrees?
Do they have some special performance (multi-threaded or single instance managed) or other features?
I have a... weird question. So we have a very complex deterministic simulation written in C#, for the Unity engine - it's completely standalone and can run outside of Unity (i.e. under .NET/Mono/Xamarin). I know there are C# 'plugins' for unreal (no idea how up to date those are tho), but is it possible to run C# inside Unreal on Android? Yeah... i know this is weird.
I really do not want to have to rebuild all of our stuff in C and/or C++ unless I really have to.
thats a pretty good question
UE does have a mono plugin. Whether it works with Android though I couldn't say myself. I can't see why not, but then I like to think nothing is impossible
If your C# dll exposes a COM interface you should be able to call it, otherwise you can wrap the dll with CLR to be able to use it..
are you sure it's deterministic? ๐
Does anyone know what would be causing this? When painting the texture it has colours appearing in spots I don't want it to.
probably a messed up UV map
I used the smart uv unwrap in blender. Might have to make my own one manually. Thanks
shouldn't be too hard, just use angle based selection tools to select faces and unwrap them
okay. I'll try that now
@honest vale Yes I'm very sure it's deterministic, why?
no reason, just procrastinating at work
@kindred viper Yeah, I might have to dig into the sources of that then... @tawdry lily CLR won't run on android tho afaik
It's a 'game engine' of sorts, which is full predict/rollback deterministic, with physics, navigation, the whole nine yards.
I mean it's not a 'game engine', its just for the game logic.
But no matter, it was a lot of fucking work, i'd like to not have to re-make it, at least not now
I know it's one of those "why would you ever want to do this" questions... but i'd also not want to re-write 100K+ LOC if i don't have too
@honest vale Thanks heaps mate. That fixed it perfectly.
Did i missed something that the free stuff of the month isn't anymore at the 1th of the month ?
Feels like this is already the second month where it's like this
How do I make it so that my Material is blue fading in from the edges and not one great big sharp circle
Is it possible to set Initializations fields dynamically on geometry collections?
there's only translucent in Blend Modes though
dithertempaa is a node that can fake transparency on masked stuff.
That is pretty cool! Voxels coming along pretty good, inb4 pretty advanced in engine terrain editing
is that yours @silver crown?
This is hot
just sharing the love
hey guys, anu one knows how to smoth the edges of the alpha cutt offs ? like rather than what i have here i want it to be smooth (fade out to clear) sort of, this is a Decal trying to make Fog of war
u can see below it its all rounded, i want it smooth gradient or something
How do I make it so that the blue is on the edges and not in the center, and also make sure the material can be used in a Widget Blueprint?
alpha cutoff is meant for harsh edges
smooth means translucency
though you could cheat with dither + TAA smoothing and not have to go to the translucent pipeline
how do I use the translucency thing
also the material looks like this at the moment
how do I make it so that the blue fades out towards the center instead of fading out towards the edges
it was more a reply to Forcas
for your case, just output 1-value instead of value in the Opacity
or rather
pass 1-value to the DitherTemporalAA node
Hey! Does anyone of you use Media Players and Media Textures?
Somehow for me, the auto clear feature in the texture doesn't work... So everytime I play a movie
the last frame of the last movie shows up at the beginning of the next one
@serene birch cool, that did the trick. thx
@silver crown does your voxel terrain sculpting thingy do subtractive sculpting as well?
ye
ye
Hi there! Anybody here has experience developing for Nintendo switch?
generally anything involving developing for consoles is NDA
yup
Well I have simple question
If I develop as a freelance for a company, do I register the Nintendo account or the company representatives?
Anyone knows how to define what levels are loaded when using world composition? right now it loads all levels found in project at once ๐
@silver crown , @fierce tulip ?
anyone got a good course or so for a overall ue4 learning experience? i want to learn the basics as well as blueprints and shading. (i already have good 3d knowledge)
@dim merlin right click level that isn't a persistent level -> change streaming method
@unique kraken not sure if there is much bp/shading in here but https://www.humblebundle.com/software/unreal-engine-game-development-software
im already pretty good with nodes in blender and substance so its not aaas important rn
thx
this is quiet expensive
isnt there like a good fix udem course u can recommend
Those three UE4 training courses get recommend a lot too. Those are probably ~$10/ea.
@mossy nymph cant find anything like that? need to rightclick in level window?
@fierce tulip and probably wait for an answer for week :/
@unique kraken it's not just for one month... you keep it forever
lel
there's no subscription
wud
uuuh sry then i missunderstood
anyone know when the free marketplace content goes up for the month, didn't really pay attention to it until recently
iunno, dont we get emails when it happens
i never have gotten an email regarding that
I think I read somewhere here that it should be later today. I would say: check back tomorrow.
they said "first tuesday of the month" somewhere recently
@mossy nymph cant find such a setting anywhere?
That why hired me, doesn't know. Im helping
generally company name btw
@dim merlin right click a sublevel in levels window
@remote roost that I know. But me, or the Company im freelancing for?
he wants to know if he has to apply himself or use the company name from peeps that hired him
the company
the person who runs the company
and they need to show an example of their work and prove that they're a dev company that can release a product
Mkay
what are you talking about monthly?
oh
you're probably talking about humble monthly
nono nvm
which is a seperate service entirely just for games
im dumb today
@remote roost you know this from personal exp. or is it just your opinion?
@mossy nymph every sublevel i right click has no such option
you cannot build for Nintendo Switch using UE4 without having the nintendo build plugin
there's no personal opinion or personal experience about that
lol
@remote roost not about the SDK, but why registers the account
So how does world composition works? it just loads all availble levels together? Why?
check it if you dont believe me
@quiet timber you need to prove to ninty you are worthy
if you have the legal authority to enter legal agreements for the company then yeah you can
otherwise you cant
@mossy nymph weird i aint having that for all levels ๐
hhm so i want that option ! ๐
do you have the legal authority to enter agreements for the company?
Me or Company I freelance for, has to deal with these registrations
not talking about legal status
i'm not sure about the legal stuff surrounding it
but i'd assume freelancers aren't allowed to enter a contract on behalf of the entire company
yeah
thats true
@mossy nymph the menu map is not persistent or world composition
just havent got that option
i blame "terms and condition" for people never reading rules.
@fierce tulip , @remote roost is it worth start prototyping the game before getting that NS switch approval? It's not that the development process changes orsmth?
You can start prototyping the game on PC with UE4, just know some technical work will be required, a devkit will be required and the performance will be very different.
@remote roost that I know. But can i start working one the game before the Kit arrives etc? Like now with default UE
?
yes
Good
that's what the majority of devs do
hence why the switch has so many ports
ngl im tempted to port half-life 2 maps and functionality to VR using ue4 while waiting for half-life alyx. the existing vr tools for the source games are a bit shit
Big fan of HL game series
if you want to work on games for switch, best to really delve into any and all resources you can find related to ue4 and mobile games.
a lot of what you learn for mobile games can be applied to switch
yeah similar architectures/power
Hello everyone, I have been playing with the Paragon assets. Noticed a Rig asset shown in the screenshot. I understand what it is. It's a skeleton mapping used for retargeting animations. The engine comes with a build in one called "Humanoid Rig". My question is how can I create such an asset like the one in the screenshot? I can't seem to figure it out. Sorry if this is not the right sub category of this Discord. Kinda new to it.
@tall plume Hover over it and see what info it gives you about the asset.
Or open it to get extra info.
Hello, already did that. It's not a blueprint. It holds a tree structure representing a skeleton, nothing else. It's weird for me.
Wait, let me try capturing the thumbnail so you can see for yourself. It doesn't seem to be inheriting from anything either.
Does anyone know of any way to improve AA quality in oculus quest?
what's wrong with the AA in the Quest? If you are talking about the general bluriness of UE4's TAA then I could help you.
@opaque vector My 3d objects get flicker a lot! And even changing MSAA nothing different happens.
@tall plume that's a saved retarget rig. You can save them after you assign mapping to use later. In the rigging section on the skeleton you can save/load
iirc MSAA will only work when using the Forward renderer, you can toggle it forward rendering in project settings.
and forward rendering is the go to for VR I believe.
Describes the advantages of using the Forward Shading Renderer.
@grim ore , thank you! It all makes sense now.
not sure how TAA holds in VR, but I'd imagine it sucks because of the blurriness.
TAA isn't an option in VR
Hello!
Recently I have noticed that every different static mesh in the level adds 2 draw calls, is this normal? I know about the automatic batching on same meshes using the same material.
(empty scene with no light and unlit materials only)
have u tried using a material instance instead of the same material?
no
but meshes with the same material are merged
I am merely curious as per why adding a new mesh adds 2 draw calls instead of one
it might be because u arent using material instances, though I'm not certain on this.
thanks anyway ๐
you probably have two draw calls because of rendering the mesh, and shadowing the mesh
how to remove the target node in a blueprint pure function (c++) ?
how do i set a custom speed when spawning a projectile? i tried setting the initial speed after spawning but i guess that's too late
@sudden agate not sure if this works on BlueprintPure meta = (HidePin = "Outer", DefaultToSelf = "Outer")
but i think u are looking for BlueprintGetter
feels so lame when they make marketplace stuff free that u already bought...
I mean not that I dont want free stuff.. just.. feels lame lol
where to get unreal 4.9?
perhaps a tutorial using that version?
software version numbering doesnt
that's stupid, it should be 4.09 imo
or you are just not used to it
^
it's counter-intuitive
"doesnt understand something, calls it stupid and counter-intuitive"

Cuz when I saw "unreal 4.9" i was thinking oh damn unreal engine 5 about to release
you and every other person when 4.9 was announced :p
see

...that have never worked with software versions.
After 9, it comes 10. After 99, comes 100. That how decimals go.
ps4's software version is 5.2 something
ยฏ_(ใ)_/ยฏ
littlebigplanets versions where cheese names
PS4 system software is on 7.00.
:p last time I had time to update it
oh hell, thats years ago then
I was a gamer once
00 is confusing. Now that implies you can't get over 99
eventhough every company work with their own numbering and naming conventions, I do agree that 4.9 sounds more recent than 4.23 ๐
I think it's safe to assume we'll see UE5 before 4.99. That's a long time for an engine version.
Honestly I see Epic changing their version numbering before UE5
why? if it works, it works
game engines will be obsolete by then, obviously
Nah, software versions were always decimals. Its dunno what percetion that 9 is more than 23. Tho I understand it, it was never like that, hopefully never will be.
and UE6?
lol

Look at Windows or Mac OS for "why". Large software that moves to iterative releases every few months tend to drop their major version entirely
@rotund scroll becuz in maths 4.9 is more than 4.23
UE will probably be called UE4 for as long as it lives
Maybe 5 will be so good they'll pull a Microsoft and skip to Unreal Engine 10.
Or Unreal Engine X. ๐
Xreal Engine 1 X
That will do too.
Unreal Engine 2020
Or Firefox, or Windows now
was there ever an unreal engine 2k
@dawn plover Actually that's a good possibility. Moving to year-based version numbers seems rather popular in the game industry as of late.