#ue4-general

1 messages ยท Page 589 of 1

wary wave
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the reroute nodes are in the flow

kindred viper
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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 ๐Ÿ™‚

obsidian nimbus
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sometimes you have to sacrifice performance for better looking blueprints!

supple vault
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can you add one if it's not connected to anything yet?

obsidian nimbus
#

yea you can start your bp with 1000 reroute nodes

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some1 should sell a MP asset with premade reroute nodes

supple vault
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how?

kindred viper
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lol

obsidian nimbus
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R mouse add reroute node

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u get a gray one, its multyfunctional

supple vault
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LOL omg score me

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thanks @obsidian nimbus ๐Ÿ™‚ helps to know the name of it now xD

obsidian nimbus
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np ๐Ÿ˜›

valid pike
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@remote roost lovely Blueprint

dim plover
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Why do you people not use functions?

obsidian nimbus
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I use cloud functions ๐Ÿ˜„

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cant get more multithreadded than that ๐Ÿ˜›

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it has some uses i guess but there is some delay

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I use firebase functions

winged walrus
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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.

cloud cobalt
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It kind of is.

wispy comet
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AFAIK, epic hasn't updated it in like 17 engine versions or so

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There's some community effort to revitalize it, but i'm not up to date on any of that, i work only in 3d

kindred viper
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@winged walrus there are better options these days. Godot does ok for 2d. Unity obviously. You could do it in Adobe Animate too tbh.

winged walrus
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Thank you for input!

serene birch
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consider that for 2d I guess

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if you want to remain in UE4

midnight tree
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Does UE4 have a feature to unwrap or something?

cloud cobalt
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No

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That's your modeling software's job

silk rock
manic pawn
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works for me

midnight tree
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@cloud cobalt ๐Ÿ˜ข would be nice to have at least something like box unwrap...

cloud cobalt
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Use your modeler

midnight tree
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It time consuming to jump in between, importing and stuff...

serene birch
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not sure I see the workflow here

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how come your model reached UE4 without correct unwrap UVs in the first place?

cloud cobalt
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^

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Basically every model comes from your modeling software already so just do it right

midnight tree
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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...

serene birch
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be ready to practice that loop more ๐Ÿ˜›

uncut vigil
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@silk rock me too :(

serene birch
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you can just reexport the model in the same place and press the "reimport" button in UE4 btw

silk rock
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opened with firefox instead of chrome, and everything works fine

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it's second time when chrome cant access UE forum / marketplace at random moment

cloud cobalt
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@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

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The whole thing takes literally 30s for a quick unwrap

manic pawn
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unless you didn't save the original model br_anim_thinking

cloud cobalt
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... I did not even think of that tbh

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I can imagine "no version control for assets" but not having the asset at all would be a new low

manic pawn
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I want a plugin that blocks submitting an asset to source control if the import path points outside the project folder

cloud cobalt
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Fuck that, let's have a plugin that fails to import if source control doesn't come up

forest ingot
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you can export an asset back to fbx from unreal engine

cloud cobalt
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Instant 30% less traffic on Slackers ๐Ÿ˜›

forest ingot
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so if you didn't save it/someone else made the model you can just export it, edit it, and reimport

cloud cobalt
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@forest ingot It will be nowhere near the original asset though

manic pawn
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idk why I didn't think of that much simpler solution lol

forest ingot
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it won't? it's worked fine for me before

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besides the mesh being triangulated but I can fix that with one hotkey in blender

cloud cobalt
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It's gonna be triangulated, for starters, and raw geometry that lost all modifiers, smoothing settings etc

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It's probably fine for a quick fix that reimports without major changes, but otherwise it's still not great

forest ingot
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well yeah but in that case it's your own fault if you don't save the original and it's better than nothing

cloud cobalt
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Obviously

dim plover
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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.

serene birch
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UE4 evaluation mode : you can use it for 30 minutes and after that it requires setting up some form of source control

supple vault
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noooooooo ... think of all the students you will destroy

manic pawn
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also, when you save something, the editor will crash exactly 137 seconds later.

cloud cobalt
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30 minutes is a bit long

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Creating the project takes less than that

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Hell, arguably you should create the source control workspace before the project

manic pawn
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that might be a bit difficult unless you have a template ready to use

supple vault
manic pawn
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that template is big egg

cloud cobalt
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Honestly you can start with Intermediate and Saved and like, you're good to go

supple vault
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so how do you deal with a merge conflict on .uasset files?

cloud cobalt
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You don't

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Because you can't

supple vault
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๐Ÿ˜ฑ

manic pawn
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you don't make a conflict in the first place

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use locks

cloud cobalt
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Technically you can use the UE4 Blueprint merge tool if it's a Blueprint, but....

serene birch
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well you find the other person that modified the file and you resolve the conflict

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I suggest chair jousting

supple vault
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lol

cloud cobalt
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The main reason Git struggles at game content is that locks are only implemented in LFS, and poorly

supple vault
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can you elaborate on "use locks"?

cloud cobalt
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"Use Perforce" is what he meant

manic pawn
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^

cloud cobalt
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Git has locks, but they're unusable

serene birch
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locks are basically saying to everyone "I'm changing this file so everyone else buzz off from it"

cloud cobalt
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Locks = file has to be checked out for one person and everyone else is barred from editing it

supple vault
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oh i thought this was a ue4 specific thing

manic pawn
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of course, now you get the problem of people checking out random shit and just leaving it locked forever

cloud cobalt
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The problem is that locks spit in the face of most Git concepts, like decentralization and branches

supple vault
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well, that can always be resolved with the proposed chair jousting xD

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but is git gaining traction here or svn still preferred?

manic pawn
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print out the two versions, fold paper swords out of them, and fight

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the one that breaks first is deleted

supple vault
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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?

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or should i just plan on re-verifying every now and then?

manic pawn
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mark the engine content folder read only in windows br_galaxy_brain

supple vault
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but then i can't install plugins right?>

manic pawn
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plugins don't go in the content folder

supple vault
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ah

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engine content folder!

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GREAT JOY ๐Ÿ™‚ thanks!

manic pawn
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I guess, you could also set it on the config folder

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but that's probably useless since it never modifies that

supple vault
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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?

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(i'm bad at windows, usually in *nix)

manic pawn
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why wouldn't you be able to edit it?

supple vault
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it's owned by the admin account, and under C:\ProgramFiles ...

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i thought that stuff was "default protected" from non-admin

manic pawn
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the epic launcher seems to set the permissions to allow everything when it installs something

supple vault
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interesting. i'm ok with accepting "magic" as the answer ๐Ÿ™‚ thanks again for the fix, seems to work!

dim plover
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Probably want to make the Source folder read-only too, if not already.

blissful trail
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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

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it basically only lets me change one key

slender mist
digital anchor
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create a node called Custom, copy paste the function from your link on it, add the parameters on the parameter list

slender mist
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how do I create a node*?

tidal totem
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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++?

digital anchor
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i meant add the node on the graph, dont need to create from scratch

slender mist
digital anchor
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yep

slender mist
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oh thats handy, thanks!

lapis vine
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@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.

slender mist
digital anchor
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i think its not needed

tidal totem
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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.

slender mist
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seems to work ๐Ÿ‘Œ

wary wave
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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

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the actor it is apparently encroaching is "Generic_Mesh_NoGeometry", which makes no sense to me

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the only reference I can even find to that is an fbx import error

gaunt raptor
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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 ?

fierce tulip
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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

gaunt raptor
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yeah thats what i figured - ohh well ill try it out ! thank you

red crane
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Can you transfer blueprints from one project to another?

fierce tulip
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same version > yes (as long as you migrate properly)
to older version > nope
to newer version > maybe

red crane
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how do you migrate properly?

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:-)

fierce tulip
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(not trying to be like "Yo google ffs" more like: it explains it better than I could in less time)

dark rune
wary wave
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turn whatever filters you have enabled off

dark rune
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i already reset filters

tawdry lily
dark rune
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yes but still did not work
but nvm I just rebooted the editor and it fixed itself
is this a thing that just happens

tawdry lily
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those things happen sometimes yeah.. :/ glad you got it fixed!

dark rune
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@tawdry lily I just realized i had typed a single spacebar into the search tab
So that was why

tawdry lily
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haha, oops XP

fierce tulip
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lol

regal yoke
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How to make it so that i need to press 2 or more buttons to do something

mossy nymph
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IsInputKeyDown should do it, on PC

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short of making input binding with modifiers

north kelp
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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.?

normal burrow
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9900k is good for gaming but not so much on development

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Youโ€™d want more cores and threads for these things

cloud cobalt
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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

normal burrow
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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) youโ€™d 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 itโ€™s not ideal for

north kelp
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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.

normal burrow
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Yeah itโ€™s not a bad setup. Just do less of these things as stranger suggested how.

wary wave
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@north kelp - apparently there's some issue in the newer engine versions that has massively increased shader compilation / light built times on some systems

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but the cause is currently unknown

mossy nymph
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starting with what version?

north kelp
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@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.

normal burrow
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An issue that only affects hyperthreading stuff on intel?

wary wave
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I don't know with which version, my projects either use dynamic lighting or custom solutions

normal burrow
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Only other hardware thing I can think of Jonathan would be to make sure your temps are good. It may be scaling for temps

north kelp
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Ill let you guys know if it improves anything.

normal burrow
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Eh, interested to hear how that works for you

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Way itโ€™s explained sounds iffy.

serene birch
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ugh, don't do that XD

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I feel like you'll get marginal improvements in shader compile that

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at the expense of making your computer mostly unusable while it's compiling them

normal burrow
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Yeah, that

serene birch
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if his computer got 100% improvement in shader compile speed with that

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maybe he should stop playing Fortnite while shaders are compiling ๐Ÿ˜‰

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or stuff like putting UE4 editor in not "Real time"

grave nebula
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I still member times when UE4 was actually okey at compiling shaders and material editor was actually usable.

normal burrow
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Though if you donโ€™t 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

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When was this deathrey

grave nebula
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4.19 and below

normal burrow
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Think I came in at 4.16. Do recall it being a bit snappier then

chrome cedar
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Hey ๐Ÿ™‚ 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...

north kelp
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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.

chrome cedar
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alright! ๐Ÿ™‚ thanks! ๐Ÿ™‚

dawn vessel
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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?

worn granite
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why does it replicate once a second?

dawn vessel
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Well, by default. Actors replicate 100 times a second I think.

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So thatโ€™s low.

worn granite
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Do they all (try to) replicate at the same frame? What are you replicating?

dawn vessel
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Some visuals.

worn granite
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It's probably cheap, iunno

dawn vessel
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The Replication frequency is set to 100 by default right ?

zenith narwhal
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does anyone here have experience with using gauntlet on android devices? (specifically trying to work on oculus quest)

dawn vessel
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Iโ€™m not in unreal atm. On my phone

somber quail
nova spruce
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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

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in unreal every time I move a light I have to rebuild the lighting every time?

normal burrow
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Movable button

nova spruce
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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?

normal burrow
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Lights default as stationary

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No just the light

nova spruce
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oh okay! and then when I'm done perfecting it I just switch it back to stationary?

normal burrow
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You canโ€™t change state in game

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Yeah

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I mean as long as you only need it in editor to move yes

nova spruce
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yeah, definitely

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thanks for the tip

somber quail
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@nova spruce
Static = Fully Baked
Stationary = CSM + Dynamic
Movable = Dynamic

vernal thicket
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CSM?

nova spruce
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so I should use stationary, not movable?

somber quail
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@vernal thicket Cached Shadow Maps

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@nova spruce Depends on what you are doing

vernal thicket
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Ah, still don't know what that means ๐Ÿ˜‚

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I know so much, yet so little

nova spruce
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I just want it to live update the shadows while i'm working

normal burrow
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TinkerTyler stationary just means you can change color

nova spruce
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like if I rotate the directional light all the shadows dissapear and it says "rebuild lighting"

digital anchor
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its Cascaded shadow maps

normal burrow
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Movable is what you want to avoid bakes

somber quail
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My mistake, stationary still uses LIghtmaps but you can adjust the direct properties at runtime

nova spruce
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I just want to rotate it and see the new shadows.

somber quail
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I use static lighting 99% of the time so not too familiar with stationary or moveable workflows

digital anchor
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then dynamic

vernal thicket
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@normal burrow i was wondering how you do that

normal burrow
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Change color?

nova spruce
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so you just rebuild your lighting every time you move the light slightly to see what it would look like @somber quail

vernal thicket
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No pat just said if you use moveable you don't need to bake

somber quail
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@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.

nova spruce
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ooooh

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that makes sense

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and I getcha josh, just wanted to know why he only used static, arch viz makes sense

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and a gpu farm hahahahah

vernal thicket
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GPU farm jesus

nova spruce
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may I ask where you work @somber quail

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not looking for a job, just have a friend who works at an arch viz place in britain

vernal thicket
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Where you live in Britain?

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I live near oxford lol

nova spruce
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oh no, I'm from CT, USA

somber quail
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I work at Soluis

vernal thicket
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Ah 'friend'in Britain gotcha

nova spruce
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Friend is in London

vernal thicket
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Lots of USA blokes in here

nova spruce
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fight me

vernal thicket
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๐Ÿ˜‚ ๐Ÿ˜‚

nova spruce
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hahahah

normal burrow
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Itโ€™s that AOL thing

vernal thicket
#

I love the idea of living in America tbf

nova spruce
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I don't know what a bloke is, but I defend your freedom to say it. MERICA

vernal thicket
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It's just another word for man lol

nova spruce
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and it has it's ups and downs, especially now, but you guys pretty much are having the same thing

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i know i know hahah

vernal thicket
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Mate our tax is fucked

nova spruce
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ok okay, getting off top joshy, we'll talk in private if you want.

vernal thicket
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If I made 1 million, I'd have to give 400k to the govt

normal burrow
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@plush yew

vernal thicket
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Yeah ๐Ÿ‘

somber quail
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@plush yew Performance testing should be done on shipping builds using a combination of built in profiling tools and graphical debuggers

normal burrow
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Unreal insights @plush yew

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If 4.23

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Stopwatch

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Could use insights on editor but itโ€™s gonna negatively affect results

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Swarm keeps track of timing already I think

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Sweet do you have said cpu?

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Me too 3970x tho

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Itโ€™s all I do pretty much, is how I justify it

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But yeah itโ€™s not cheap

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Hell no yeah lol

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Though compared to my 1950x it should be night and day with gaming lol

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Yea my 1950x is always the neck of bottle

polar viper
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I'm getting a weird error while saving

keen shadow
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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 ?

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also it says packaging succesful so dont know what is going wrong

polar viper
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"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"

abstract relic
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Most likely you need to enable long path support in windows and in Unreal Ross

timid jacinth
#

My thirdpersoncharacter suddenly got deleted and i got these errors

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is it corrupt?

polar viper
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@abstract relic how does one do that?

raven nest
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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

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or at least if you tried to copy and paste them into a blank blueprint, it would carry over all the relevant data =p

abstract relic
timid jacinth
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Its really urgent that this works again

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How do I make this work again

jovial musk
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๐Ÿค” Never seen that... What do you mean "suddenly got deleted "

timid jacinth
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i opened the project and realised that my character controller had been deleted

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Was working fine the other day

errant osprey
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anyone here that can help me out?

timid jacinth
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What about me

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I literally cant continue with my project without this fixed

errant osprey
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@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

timid jacinth
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How do I know whats causing it

jovial musk
timid jacinth
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thanks ill try that now

jovial musk
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If things get moved from one folder to another, it can cause issues

errant osprey
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and do that

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mine unfortunately got so messed up i had to move all to a new project

timid jacinth
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Where do i find that option

jovial musk
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right click any folder (I usually just do the entire content folder)

errant osprey
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^what he said

timid jacinth
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alright my ue is loading

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I clicked it

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Nothing happened

errant osprey
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does it crash if you do anything?

timid jacinth
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No

errant osprey
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do you know where that asset is?

jovial musk
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Interesting.

errant osprey
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you may need to load everything in a new project

timid jacinth
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create a new project and copy the content?

errant osprey
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thats what i did

timid jacinth
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alright doing it now

strong mesa
#

Wait .. @grim ore Live streams ?!

radiant haven
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for now and for the future should i still use 4.22 or should I switch to 4.23

strong mesa
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i'm using 4.24

radiant haven
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i didnt ask that ๐Ÿ™‚ sry

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I need a straight answer

cause i am a bit under pressure

frosty bloom
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Do you need a feature from 4.23?

timid jacinth
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It shouldnt matter

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Unless you need features from 4.23

strong mesa
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@radiant haven check out the futures of each and weather your game will benefit in the future from upgrading or no

raven nest
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it would be great is there were buttons and keyboard shortcuts to go to the next or previous keyframe in the current timeline track

keen shadow
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guys, any idea why my game isnt able to call few refrences whn packged but is able to call them during editoir play ??

plush yew
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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?

slate urchin
#

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!

vernal thicket
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@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

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@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?

dry merlin
#

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?

timid jacinth
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@jovial musk @errant osprey Its still not there

slate urchin
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@vernal thicket I'll try that, thanks!

vernal thicket
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@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

slate urchin
#

@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
#

Im gonna try autosave it

#

get it from autosave

vernal thicket
#

@timid jacinth or backup?

timid jacinth
#

No backups

#

i need to make some tho

vernal thicket
#

@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

timid jacinth
#

haha

vernal thicket
#

@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
#

hollylyl shitt i finally have it thank you

#

Autosave saved my life

jovial musk
#

@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.

vernal thicket
#

@timid jacinth Happy for you bro! Make a backup๐Ÿ˜‚

timid jacinth
#

i will haha

vernal thicket
#

Where we all from then?

#

Probably irrelevant to the channel lol

abstract relic
#

Everyone here is from the internet

vernal thicket
#

Fair point ๐Ÿ˜‚๐Ÿ‘

slate urchin
#

@vernal thicket great idea! thanks ๐Ÿ™‚ Well, I'm trying to learn how to make interactive interior presentation of a house, apartment etc

vernal thicket
#

@slate urchin ah right sounds good!

remote fulcrum
#

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?

rotund scroll
#

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

vernal thicket
#

@rotund scroll what are you trying to do? Change the base pose of the animation or?

rotund scroll
#

trying to change part of the animation that isn't touched by the animation controls

vernal thicket
#

Can you not just set it to the pose and 'add key' to the animation where you want?

rotund scroll
#

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

vernal thicket
#

Oh

#

Hold on I might have a solution

rotund scroll
#

alternatively if I could separate the upper body anim from the legs somehow

vernal thicket
#

Yes you can

#

So, are you trying to add an attack animation or something?

rotund scroll
#

cast anim but yeah

vernal thicket
#

Okay sweet

#

Do you have a normal blend space, based on your character idle - walk/run based on speed &/or direction?

rotund scroll
#

I have the basic stuff the 3rd person template ships with currently

vernal thicket
#

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

rotund scroll
#

that's done already

vernal thicket
#

Screen shot me your animation bp?

#

Inside the state machine

rotund scroll
vernal thicket
#

Okay go onto your casting node and screenshot for me

rotund scroll
vernal thicket
#

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?

rotund scroll
#

no that's ok

vernal thicket
#

Okay no worries, right

#

So go under your casting, disconnect the play casting_young but keep it in there

dry merlin
#

Anyone know the header that defines the UCLASS() variable for Unreal Engine in C++?

vernal thicket
#

@dry merlin not me sorry bud it's pretty quiet in here check the other channels

rotund scroll
vernal thicket
#

@rotund scroll you inside the casting?

rotund scroll
#

yea

vernal thicket
#

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

rotund scroll
vernal thicket
#

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

rotund scroll
#

ah cool

#

got it to work

vernal thicket
#

๐Ÿ‘

rotund scroll
#

thanks

vernal thicket
#

No prob bro

#

It works for every bone and any animation

rotund scroll
#

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_

#

?

vernal thicket
#

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

rotund scroll
#

fair point

vernal thicket
#

But once again as I said earlier to someone else, word it in different ways you might find your answer

atomic forge
#

Hey guys why can't I see my trigger boxes?

rotund scroll
#

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

vernal thicket
#

@rotund scrollyeah I think you can delete the anim keys you don't need

atomic forge
#

I can't even see my player start

rotund scroll
#

thanks again for the assistance, at least now I got something functional ๐Ÿ™‚

vernal thicket
#

No worries pal

sweet relic
#

@atomic forge Check to see if game view is enabled

#

in the viewport dropdown

#

it will hide all editor only gizmos

atomic forge
#

@sweet relic Ohhh

#

That did it

#

thanks a lot

sweet relic
#

np

vernal thicket
#

@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

rotund scroll
#

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

topaz dawn
#

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

strong mesa
#

Is anyone here relevant with Matheo's Drag and drop Tutorial !?

spice canopy
#

@topaz dawn dont know. Have you tried the #multiplayer topic here?

topaz dawn
#

No I didn't. Thanks @spice canopy ! Gonna post in there

rotund scroll
#

@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

short hatch
#

Hey guys, maybe a bit of an awful question to ask but Iโ€™m trying to come up with a sort of game demo within the next month and a half. Iโ€™ve 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.

grave nebula
#

Yes.

nimble moat
#

yes

supple vault
#

^^^ !!! also, check out quixel megascans, they have great tutorials on youtube and super nice assets for you to use ๐Ÿ™‚

#

(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?

atomic forge
#

yes

short hatch
supple vault
#

@atomic forge was that directed at me? If so, how do I do it?

atomic forge
#

It was directed at the other guy, but there probably is a way. Are they instanced through blueprints?

supple vault
#

hehe np np xD yes, i think i just found it. it's in Details -> Actor -> Convert Actor

tribal steeple
#

Where would I find "grass type" settings?

jolly cairn
#

@tribal steeple Something like that? how to draw on map? by pen on ground?

thick herald
#

Possibly 4th down in the google results of that exact question?

jolly cairn
#

And put deferent type?

tribal steeple
#

?

jolly cairn
#

You searching how to do that?

tribal steeple
#

Searching now

jolly cairn
#

... Where would I find "grass type" settings? You ask how to do something like i show on printscreen?

tribal steeple
#

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

jolly cairn
#

Look that this give you full answer how to paint and get fun around grass.

#

That help you?

tribal steeple
#

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

jolly cairn
#

When you have terain you puting on the ground by painting ground

#

You use material to paint

tribal steeple
#

I made the terrain material the ground type I wanted

jolly cairn
#

Yes its pretty this same. But you ask more abaout material or grass like a model?

tribal steeple
#

Model

#

I think I fixed it

jolly cairn
#

Its different assets any why that link give you right answer. On down you have extra information

#

Good lack.

tribal steeple
#

Thanks :)

vivid narwhal
#

Evening gang

polar viper
#

When i come back can someone help me via voice chat?

jolly cairn
#

who is somekne?

#

And when you come back?

#

Why you not ask "somekne"?

polar viper
#

Sorry I'm getting pissed off with trying to do something. Doing the same exact thing 3 times 3 different outcomes

gaunt tide
#

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

jolly cairn
#

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?

polar viper
#

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

gaunt tide
#

Well it has to do with how I originally made the BP for my material

jolly cairn
#

@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?

gaunt tide
#

As the texturing is based on height and slope

jolly cairn
#

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.

gaunt tide
#

Im trying to send a screenshot but Gyazo isnt working atm.

jolly cairn
#

But i think extra think are possible.

#

Good lack

gaunt tide
#

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?

polar viper
#

@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

plush yew
#

hey how do i get rid of this texture streaming pool limit thing

copper flicker
#

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

strong mesa
#

How can i clear an actor variable

copper flicker
#

hmmm.. I store the default in another variable.. maybe there's a better way?

frail sun
#

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?

normal burrow
#

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

polar viper
#

@jolly cairn that's me home

normal burrow
#

if we add another frame 13/30 is also 0.43 so i'm pretty sure its doing something with 30 fps

frail sun
#

So I guess Animation Montages are locked at 30 fps?

normal burrow
#

they might not be literal frames

#

i have no idea really tbh

#

30fps is the default animation timing though for ue4 iirc

polar viper
#

@jolly cairn im on the vc

marsh swallow
#

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

true leaf
#

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

normal burrow
#

Are there any tutorials on setting up swarm agents over a network?

harsh tiger
#

did epic remove the fps projectile from the template?

normal burrow
#

think it just uses AProjectile

#

on blueprints

harsh tiger
#

so i cant change that inside c++?

normal burrow
#

You make a new AProjectile

#

and could then switch parent class on the blueprint if you wanted

harsh tiger
#

5:00 for the time stamp

normal burrow
#

yea i see nothing like that in your project

#

type projectile

#

A means actor, its excluded from name

nimble anvil
harsh tiger
normal burrow
#

then you've got it

#

its some where in your project

harsh tiger
#

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

normal burrow
#

can't you fire up pie and see?

harsh tiger
plush yew
#

@nimble anvil I didn't because i dont request anything special, it's just voice acting for a pirate

normal burrow
#

F5, c++ classes

#

on left

harsh tiger
normal burrow
#

tada

harsh tiger
#

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

normal burrow
#

what happens when you shoot?

harsh tiger
#

nothing

lapis vine
#

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).

harsh tiger
#

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

grave nebula
#

Visual assist is optional and the course is really well done. Do not hesitate.

normal burrow
#

VAX is also awesome, although optional yes.

harsh tiger
#

one of my main issues in c++ is the intellisense doesnt seem to always work and it causes so many issues for me

normal burrow
#

vax solves this yes

#

(kinda)

harsh tiger
#

i couldnt tell from the website. is vax a one time payment?

normal burrow
#

yes and no

#

you pay for a year of updates

#

after that year, you keep the last update you had forever or you renew

harsh tiger
#

can that still be used for commercial projects after that year is up?

normal burrow
#

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

harsh tiger
#

im on 2017 atm like, had issues with 2019

normal burrow
#

i've not tried 2019, everything is working and i don't chance it lol

harsh tiger
#

im the same ๐Ÿ˜‚ 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

neat forge
normal burrow
#

The marble example is pretty cool

#

it says: Sorry, your account is inactive and may not login.

harsh tiger
#

marble example?

normal burrow
#

yea the template

neat forge
#

Thank you for typing that, Im wondering if anyone knows why?

normal burrow
#

dunno what your trying to do but if its quixel i've heard of people having similar problems to this recently.

neat forge
#

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

normal burrow
#

Does kind of sound that way

harsh tiger
normal burrow
#

choice

#

things that go into the private folder aren't available to including modules

harsh tiger
#

so he has set that up? he doesnt show how

normal burrow
#

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

harsh tiger
normal burrow
#

you can safely ignore anything with that abc icon

#

where it says build + intellisense

#

set it to just build

harsh tiger
#

is what ive done wrong? seems like im setting the root component to the collision comp

normal burrow
#

are you actually building though?

#

If you are, you don't have that variable on the class

spare steeple
#

anyone else unable to login to their account

harsh tiger
#

build - build solution

spare steeple
#

password wont work and i dont get the email to reset it

normal burrow
#

@neat forge

spare steeple
#

his issue looks to be different

normal burrow
#

idk

neat forge
#

I figured it out

normal burrow
#

F5 you don't have some variable on your class then

neat forge
#

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

normal burrow
#

look at their example in the header for a CollisionComp in the .h

harsh tiger
spare steeple
#

looks like i finally got an email after the 3rd try

harsh tiger
#

i noticed i spelt sphere as shphere ๐Ÿ˜‚ but fixing that hasnt done anything

#

im thinking the #include stuff is missing at the top

plush yew
#

hey can i get some help with reducing the texture dimension

dim plover
harsh tiger
#

im a fucking idiot

#

thanks @dim plover

normal burrow
#

now you know how to handle this error

thin tendon
#

Does anyone here know the shortcut in blender to select along a line? I'm trying alt click on the line but nothing happens

compact rover
#

Is get right vector bugged? It's returning the world right vector instead of the component right vector

normal burrow
#

you mean its returning 0,1,0?

compact rover
#

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

plush yew
#

if I add two vectors then normalize them I'll get the average between them with a magnitude of one, right?

compact rover
#

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

plush yew
#

because I'm adding several vectors together and i'm trying to get the average between them

compact rover
#

try adding them all together and then dividing by the number of vectors

plush yew
#

normalized vectors always have a magnitude of one though, so it wouldn't be three would it?

compact rover
#

I think the magnitude would be 1 but the direction would be different

#

try not using the constant version

plush yew
#

well yeah direction is what I'm trying to get

#

average direction between these vectors with a magnitude of one

gaunt tide
plush yew
#

Adding an normalizing should do that right? I'd normalize them all then multiply but some of these vectors might be 0

compact rover
#

add the vectors together and then divide by however many vectors you added together

gaunt tide
#

Anyone experienced in tiled landscapes? More so than the Ue4 pages

compact rover
#

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

molten path
#

Does anyone know how to fix that?

compact rover
#

which would smooth outthe rotation

normal burrow
#

you can throw the location out

molten path
#

@autumn crystal what exactly do you mean

compact rover
#

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

normal burrow
#

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

molten path
#

big brain right there

normal burrow
#

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 ๐Ÿ˜‚

#

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

normal burrow
#

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

blissful trail
#

is there a way to cast a shadow from an invisible actor ?

keen shadow
#

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 ??

normal burrow
#

Sounds like a packaging issue ken

#

These be soft references?

keen shadow
#

Yes soft refrences

#

what could be going wrong ?

normal burrow
#

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

keen shadow
#

do you mean to say this ??

#

where should add those ?

lost lily
#

What's the channel to ask for help in

normal burrow
#

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

keen shadow
#

okay let me try that once, thanks a lot

normal burrow
#

All things In each directory you put there will be sent out with the game

deep grotto
#

@lost lily Depends what you need help with

#

if it's programming go look at the programming channels and see what's relevant

lost lily
#

animation

dim plover
#

Where were you setting the soft references?

lost lily
#

so I went to animation

deep grotto
#

@lost lily Idk how well people respond cause i never do animation

#

are you having issues trying to get them to play or what?

normal burrow
#

They respond badly

deep grotto
#

ahahahah

dark rune
#

is it possible to use C++ and Blueprint in the same project

abstract relic
#

Of course

#

Recommended in fact

dark rune
#

yay

normal burrow
#

Itโ€™s the fun part mixing the two yea

sudden agate
#

vote now!

normal burrow
#

That actually looks worthy

storm venture
#

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

dim arch
#

auto exposure?

storm venture
#

i checked* that, i turned it off

dark rune
#

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

dim arch
#

you can make a material using radialgradient as an opacity mask and assign it to the widget

dark rune
#

ok thx

hard bronze
#

Hi anything good for this month free content?

grim juniper
#

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.

dim plover
#

Is there anything special about Blackboards/BehaviorTrees?
Do they have some special performance (multi-threaded or single instance managed) or other features?

analog loom
#

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.

kindred viper
#

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

tawdry lily
#

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..

honest vale
#

are you sure it's deterministic? ๐Ÿ˜›

thin tendon
#

Does anyone know what would be causing this? When painting the texture it has colours appearing in spots I don't want it to.

honest vale
#

probably a messed up UV map

thin tendon
#

I used the smart uv unwrap in blender. Might have to make my own one manually. Thanks

honest vale
#

shouldn't be too hard, just use angle based selection tools to select faces and unwrap them

thin tendon
#

okay. I'll try that now

analog loom
#

@honest vale Yes I'm very sure it's deterministic, why?

honest vale
#

no reason, just procrastinating at work

analog loom
#

@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

thin tendon
#

@honest vale Thanks heaps mate. That fixed it perfectly.

maiden sundial
#

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

fierce tulip
dark rune
#

How do I make it so that my Material is blue fading in from the edges and not one great big sharp circle

fierce tulip
#

transparency instead of masked

#

or use dithertempaa

humble ridge
#

Is it possible to set Initializations fields dynamically on geometry collections?

dark rune
#

there's only translucent in Blend Modes though

fierce tulip
#

dithertempaa is a node that can fake transparency on masked stuff.

brisk osprey
#

That is pretty cool! Voxels coming along pretty good, inb4 pretty advanced in engine terrain editing

honest vale
#

is that yours @silver crown?

silver crown
#

Sup

#

ye that's my post ๐Ÿ™‚

maiden sundial
#

This is hot

fierce tulip
#

just sharing the love

rose glen
#

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

dark rune
#

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?

serene birch
#

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

dark rune
#

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

serene birch
#

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

true finch
#

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

dark rune
#

@serene birch cool, that did the trick. thx

honest vale
#

@silver crown does your voxel terrain sculpting thingy do subtractive sculpting as well?

silver crown
#

ye

honest vale
#

cool ๐Ÿ˜„

#

with mesh shapes?

silver crown
#

ye

quiet timber
#

Hi there! Anybody here has experience developing for Nintendo switch?

fierce tulip
#

generally anything involving developing for consoles is NDA

silver crown
#

yup

quiet timber
#

Well I have simple question

#

If I develop as a freelance for a company, do I register the Nintendo account or the company representatives?

dim merlin
#

Anyone knows how to define what levels are loaded when using world composition? right now it loads all levels found in project at once ๐Ÿ˜

quiet timber
#

@silver crown , @fierce tulip ?

fierce tulip
#

company

#

though, why not ask them?

unique kraken
#

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)

mossy nymph
#

@dim merlin right click level that isn't a persistent level -> change streaming method

fierce tulip
unique kraken
#

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

fierce tulip
#

for what you get for 20,- thats fricking cheap.

#

ยฏ_(ใƒ„)_/ยฏ

dim plover
#

Those three UE4 training courses get recommend a lot too. Those are probably ~$10/ea.

dim merlin
#

@mossy nymph cant find anything like that? need to rightclick in level window?

unique kraken
#

hmmmm

#

20 bucks for a month

quiet timber
#

@fierce tulip and probably wait for an answer for week :/

fierce tulip
#

asking who hired you

#

not ninty

remote roost
#

@unique kraken it's not just for one month... you keep it forever

unique kraken
#

lel

remote roost
#

there's no subscription

unique kraken
#

wud

fierce tulip
#

you get to keep that bundle for 20,-

#

no monthly fee

unique kraken
#

uuuh sry then i missunderstood

remote roost
#

anyone know when the free marketplace content goes up for the month, didn't really pay attention to it until recently

fierce tulip
#

iunno, dont we get emails when it happens

remote roost
#

i never have gotten an email regarding that

tawdry lily
#

I think I read somewhere here that it should be later today. I would say: check back tomorrow.

mossy nymph
#

they said "first tuesday of the month" somewhere recently

dim merlin
#

@mossy nymph cant find such a setting anywhere?

quiet timber
#

That why hired me, doesn't know. Im helping

fierce tulip
#

generally company name btw

remote roost
#

you have to get apply through nintendo's dev portal

#

that's all i can say

mossy nymph
#

@dim merlin right click a sublevel in levels window

quiet timber
#

@remote roost that I know. But me, or the Company im freelancing for?

fierce tulip
#

he wants to know if he has to apply himself or use the company name from peeps that hired him

#

the company

remote roost
#

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

quiet timber
#

Mkay

remote roost
#

what are you talking about monthly?

#

oh

#

you're probably talking about humble monthly

unique kraken
#

nono nvm

remote roost
#

which is a seperate service entirely just for games

unique kraken
#

im dumb today

quiet timber
#

@remote roost you know this from personal exp. or is it just your opinion?

dim merlin
#

@mossy nymph every sublevel i right click has no such option

remote roost
#

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

quiet timber
#

@remote roost not about the SDK, but why registers the account

dim merlin
#

So how does world composition works? it just loads all availble levels together? Why?

remote roost
#

check it if you dont believe me

mossy nymph
fierce tulip
#

@quiet timber you need to prove to ninty you are worthy

remote roost
#

if you have the legal authority to enter legal agreements for the company then yeah you can

#

otherwise you cant

dim merlin
#

@mossy nymph weird i aint having that for all levels ๐Ÿ˜

#

hhm so i want that option ! ๐Ÿ™‚

quiet timber
#

@remote roost yes I have legal status.

#

So thats why I dont understand

remote roost
#

do you have the legal authority to enter agreements for the company?

quiet timber
#

Me or Company I freelance for, has to deal with these registrations

remote roost
#

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

silver crown
#

yeah

quiet timber
#

thats true

dim merlin
#

just havent got that option

fierce tulip
#

i blame "terms and condition" for people never reading rules.

quiet timber
#

@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?

remote roost
#

nintendo will indeed charge for a dev kit

#

@quiet timber

#

450$ iirc

cloud cobalt
#

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
#

wii u dev kits were like 2500$ lol

#

ridiculous

quiet timber
#

@remote roost that I know. But can i start working one the game before the Kit arrives etc? Like now with default UE

#

?

remote roost
#

yes

quiet timber
#

Good

remote roost
#

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

quiet timber
#

Big fan of HL game series

fierce tulip
#

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

remote roost
#

yeah similar architectures/power

tall plume
#

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.

light coyote
#

@tall plume Hover over it and see what info it gives you about the asset.
Or open it to get extra info.

tall plume
#

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.

lone tapir
#

Does anyone know of any way to improve AA quality in oculus quest?

opaque vector
#

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.

lone tapir
#

@opaque vector My 3d objects get flicker a lot! And even changing MSAA nothing different happens.

grim ore
#

@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

opaque vector
#

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.

tall plume
#

@grim ore , thank you! It all makes sense now.

opaque vector
#

not sure how TAA holds in VR, but I'd imagine it sucks because of the blurriness.

wary wave
#

TAA isn't an option in VR

plush yew
#

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)

opaque vector
#

have u tried using a material instance instead of the same material?

plush yew
#

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

opaque vector
#

it might be because u arent using material instances, though I'm not certain on this.

plush yew
#

thanks anyway ๐Ÿ™‚

wary wave
#

you probably have two draw calls because of rendering the mesh, and shadowing the mesh

plush yew
#

how to remove the target node in a blueprint pure function (c++) ?

sudden agate
#

you cant

#

target is the object you want to call the method on

plush yew
#

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

opaque vector
#

@sudden agate not sure if this works on BlueprintPure meta = (HidePin = "Outer", DefaultToSelf = "Outer")

#

but i think u are looking for BlueprintGetter

sharp crest
#

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

plush yew
sharp crest
#

why do u want 4.9

#

lol

#

thats a very old version

fierce tulip
#

perhaps a tutorial using that version?

plush yew
#

oh

#

i thought 4.9 was newer than 4.23

#

cuz thats how decimals work

fierce tulip
#

software version numbering doesnt

plush yew
#

that's stupid, it should be 4.09 imo

fierce tulip
#

or you are just not used to it

sharp crest
#

^

plush yew
#

it's counter-intuitive

fierce tulip
#

"doesnt understand something, calls it stupid and counter-intuitive"

sharp crest
plush yew
#

Cuz when I saw "unreal 4.9" i was thinking oh damn unreal engine 5 about to release

fierce tulip
#

you and every other person when 4.9 was announced :p

plush yew
#

see

sharp crest
fierce tulip
#

...that have never worked with software versions.

lapis vine
#

After 9, it comes 10. After 99, comes 100. That how decimals go.

fierce tulip
#

ps4's software version is 5.2 something

#

ยฏ_(ใƒ„)_/ยฏ

#

littlebigplanets versions where cheese names

lapis vine
#

Hmm? Kitty-kat?

#

We have in our company one quite used tool. Its 3.0.71 now.

maiden swift
#

PS4 system software is on 7.00.

fierce tulip
#

:p last time I had time to update it

#

oh hell, thats years ago then

#

I was a gamer once

lapis vine
#

00 is confusing. Now that implies you can't get over 99

cloud cobalt
#

Blender is 2.81 now, try beating that

#

We'll have UE 4.69 at some point

dawn plover
#

eventhough every company work with their own numbering and naming conventions, I do agree that 4.9 sounds more recent than 4.23 ๐Ÿ˜„

maiden swift
#

I think it's safe to assume we'll see UE5 before 4.99. That's a long time for an engine version.

cloud cobalt
#

Honestly I see Epic changing their version numbering before UE5

dawn plover
#

why? if it works, it works

maiden swift
#

By my calculations, Unreal Engine 4.99 would come out in 2038.

#

๐Ÿ˜„

rotund scroll
#

game engines will be obsolete by then, obviously

lapis vine
#

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.

signal orchid
#

and UE6?

maiden swift
#

lol

signal orchid
cloud cobalt
#

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

plush yew
#

@rotund scroll becuz in maths 4.9 is more than 4.23

cloud cobalt
#

UE will probably be called UE4 for as long as it lives

maiden swift
#

Maybe 5 will be so good they'll pull a Microsoft and skip to Unreal Engine 10.

#

Or Unreal Engine X. ๐Ÿ˜‚

rotund scroll
#

Xreal Engine 1 X

cloud cobalt
#

"Unreal Engine 28"

#

Like Chrome does

lapis vine
#

That will do too.

dawn plover
#

Unreal Engine 2020

cloud cobalt
#

Or Firefox, or Windows now

dawn plover
#

was there ever an unreal engine 2k

maiden swift
#

@dawn plover Actually that's a good possibility. Moving to year-based version numbers seems rather popular in the game industry as of late.