#ue4-general
1 messages · Page 594 of 1
Again, dismissing input
when you have so many people telling you that something cant be done then you do it, really makes you upset
You've proved my point. I wish you luck, it's going to be a tough road.
you do ask a lot of questions though, and when we give you advice you just kinda have your mind made up before hand it would seem. its not worth making it the subject of the discord like it is right now really.
CranzEstebogen gave you some good advice imo, would reconsider what they said
is there a date for when the next UE4 update drops?
This week is all we know.
Everyone here who helps is doing it for free. When you dismiss people or their input, they will blacklist you. If you do that in the industry you will also find yourself blacklisted from many jobs, due to how small this industry really is
When we give you help and tell you something can't be done but you find some janky backdoor way around it, then good for you. However don't then make us out to be villains for trying to help and explain things to you. You'll cut off many relationships that way.
The attitude of "There's always a way" is fine to have, but when you clash with people because you decide what they're telling you -for free- is not what you want to hear, those people will stop helping you in the future.
another preview release?
Nope, 4.24 stable.
🙂
At least that's what they said on the Twitch stream last Thursday.
Heh. I changed a float to a text and now my entire combat system isn't working. OOOF.
ill join underneath another name and start all over
Tell that to Crusher or whatever he was originally called 😛
Didn't they say Chaos is planned to be released and the default physics engine in 4.25?
I didn't think it'd come that soon
Unless they meant just the destruction stuff
I would be surprised if it's that soon too
4.24 is just around the corner and with it comes numerous tools and improved workflows to help you bring your vision to life. Nick Penwarden, our VP of Engin...
It sounds like that's what they're saying at that timestamp
Can anyone help me getting started on how to build terrain?
You can use the in editor landscape tool or use 3rd party tools such as Gaia, Worldmachine, etc
any you have in mind?
@grim juniper You're correct. I was just saying 4.24 is coming out this week.
@abstract relic I looked at some and they costed money
I was going to try to use blender
Yeah, I was kind of throwing that out there unrelated
Ah OK. 🙂
OH
I thought it was related because you said "I didn't think it'd come out that soon"
I'm super pumped for the new landscape stuff and polygon modeling tools
look into phy's Voxelplugin too. He has a free version if you want to give that a go
@abstract relic Is that a software?
Oh yea i was talking about making chaos default in 4.25 pfist
and yes phy's voxel plugin is magic
Indeed, love making caves with it
scroll down on the site
looks like the gumroad download is what you want for the free version
@vivid narwhal d0h ! 😄 least its sorted now gg 🙂
Ok
@kindred viper if I carried on testing with my gamepad instead of the keyboard I would have never noticed I double bound a key. This is why you use action inputs!
I just download the plugin right?
yeah I only use direct keys for debugging really. Just cuz im too lazy to enter it into the config
@plush yew https://wiki.voxelplugin.com/Quick_Start
Thx
Hey evening folks!
What is the editor setting called that lets the game run even when not focused in the editor?
Forgot the name of it and can't find it for the life of me.
the full speed one?
Aaah no sorry I found it! Realised it was audio specific.
Just to prevent audio from not playing when the editor window is not focused
not sure what channel to ask, but I would like to use the frustum as collision detection. or possibly I would like to ray trace at the corners of a players screen along the line of which they can see
how do I go about this
before I do it this ugly way, is there a cleaner way to clear every array in a strut
put a make [that struct] node and assign it
Sweet, thanks!
jack is it a blueprint struct?
yeah
kewl
nevermind then
that wouldn't work with native structs was the jist of what i was gonna say otherwise lol
so if I "Make Strut" and leave it empty it should clear it? So when I add stuff to Combo Breaker and then add stuff to #2 I have to make sure i'm adding 1 and 2?
leaving it empty should give you defaults i think?
Okay so I just make sure I clear defaults
hm zeb would that be defaults or just zeroed?
either way jack yeah if defaults are clear or if it just inits with empties/zeroed data then you are fine
welp now the boring task of renaming 100 assets
when you want to pick up editor python
it would use defaults
Better off clearing it then
so if you put nothing in the make strut it props up an invalid error
any more information on this invalid error?
eh probably because it has arrays in it
you might have to plug a "make array" node in each 
yeah, it basically says "invalid need anything other than (none)" so you gotta plug in a blank "make array" node
can you set defaults for array members?
you could just pull off the animation strut, break it, then link each array into make strut
I'm not sure if the break struct node actually gives you references
otherwise that isn't going to do anything
it does only if its not native zeb
this has been my findings anyways
native structs you need to use set members on x
which isn't a by ref thing
this engine works in mysterious ways
mystery
silly cause you cant go beyond one level of depth with those set member functions though
@p@t I've cleaned up all of my Div0s, but the issue persists
do you mind if I just list various symptoms that seem to surround it, and perhaps you will have an idea of how to solve it?
What's the issue dingoman
total PhysX freeze,
sorry that's beyond me
resulting in -nan(ind) for center of mass and velocity
meant to tag @normal burrow
hm
P@t's the hero!
what physics things are you doing? are you setting mass or scaling inertia tensor? a bit at a loss how your CoM is nan
no changes to mass or inertia tensor
that I know of. definitely not doing that via node
let me search inertia tensor just to be sure
no inertia tensor
attaching anything to the primitives?
the SM that is the root component on which physics is enabled has a ton of desendants
none of them have physics enabled
is the merge physics thing enabled on the root?
I don't see a setting when I search merge on the component
Auto Weld sorry
Auto Weld is true. it's grayed out under Replicate Physics to Autonomous Proxy
I do have two other child Static Mesh components which are not simulating physics which have aut weld true
just trying to think of things that would affect center of mass
(replicate physics to autonomous proxy doesn't allow me to change auto weld on the root component)
are they using collision ?
the root is using collision, nothing else is
I can say I'm adding a pretty intense amount of force to the root. it's a very fast 6dof racing game
and the freeze seems to happen when there is no angular momentum on the pawn
whats the mass of the thing?
236.3220062kg
the no angular is a side effect of the nan on vel iirc
how many times are you applying force in a frame?
I mean the issue seems to be prevented or precluded when there is almost any angular momentum
it varies, the gameplay update occurs 30x/s
let me check really quick
~6 or so?
without a center of mass what does it angle about though?
COM is at 0,0,0
COM = Vel = -nan(ind) when/after the issue arises
My root project worked fine
@desert vault reimport?
you are using force right and not accel?
add impulse at location
I just migrated each folder from my root project
do you have an FBX for the gun? perhaps a reimport will fix it. or are tons of meshes having that issue?
yea other mesh get this issue also
are you modifying CoM ?
sr but what is CoM?
might want to just log all the vectors your sending to impulse. i'm guessing they are very large if not NaN/infinity
I think no, I just migrate and my new project become like this
The Phenominal talking towards dingo but center of mass is where an object rotates about
do you know what scale is unfriendly to PhysX?
hm?
look for near plane setting on camera
i think its the near plane on the frustum
they are in same fov
I haven't changed anything yet
just migrate and get into this problem
sounds like its a project settings @desert vault
for the default "near clip plane"
you mean Phenom on the project settings right?
yea my bad
np
yea I have some custom collision trace channels
should I add them first into my new project and remigrate my original into it?
https://www.youtube.com/watch?v=oO79qxNnOfU @desert vault
thats up to you really
but the near plane is likely the issue
yea they are different value
but after I set same as the original project this problem still occurs
okay i'm trying
would a 0.0 magnitude impulse matter?
don't think so dingoman
139k is the largest I saw so far, but I was only looking at the last impulse in the array
let me make sure there aren't bigger ones
Hey is there a way to make my mouse appear in a level?
Is there anyway to interface to the Level objects of a map when streaming them in, ie. I stream a level in, get a Level Streaming Dynamic Instance ptr, but then I seem to have to rely on the map loading to setup data etc and it's detatched from the Level Streaming Dynamic Object, so correlating them is confusing me. I need each map loaded to know which Level Instance it is, so it can delete itself when needed.
and you said 30 a second? dingoman
I opened the level bp but i have no iidea on what to do
Found this online but its pretty old
Not sure it works like that anymore
yes
yes
Cant find it
what?
Cant connect target to return value
OH
I KNOW WHY
nvm
works
Thank you so much c:
np
@normal burrow it looks like the typical large force is 78k (twice), 30 times/s. there are generally 5 forces applied per update or 150/s
I'm trying to repro the issue to see if anything funny pops up in the impulse array right before it happens. all the forces are currently applied at the COM.
any linear or angular damping?
linear: .1
angular: 2.25
remove the angular daming as a test (0.0)
ok. I got a repro and am digging through my new logs for the moment
not seeing anything here
odd that the first two are still pulling a real value for COM
try logging velocity before and after the impulses as well
way this is looking though, you likely want to lower the mass scale on things
but yea printing vel before and after of the root, this would be good information
let me do that
I know it's just for a test but the angular damping is critical to how it controls, naturally
I'm not sure that the velocity is going to be too wild here
yea, well if removing the damping makes it error faster then we're likely dealing with numeric limits somewhere
ok
let me try the vel print first
got it
brackets show one pass through my ApplyImpulseArray macro
and I guess that's between physics updates since the velocity is unchanged
interestingly I'm not seeing velocity as -nan(ind), although that was from printing the vector, not the length... nan,nan,nan might return length 0
I'm gonna try the angular damping
setting ang damping to 0.0 seemed to make the issue turn up much quicker
hm
I'm setting a good amount of things based on angular damping though and I wasn't able to apply any turning during that run
were you always printing the magnitude of the vector passed to add impulse at location?
in the past I was printing it as a vector instead of magnitude, and generally the flag is not ticked for it to print
kinda wonder if sqrt(nan) returns zero in blueprint land
is that relevant to the COM and velocity becoming NaN?
hmm try setting the mass of your craft to override and 1.0
and angular damping back to 2.25?
put a conditional data breakpoint on the com that triggers when it becomes nan
how do you test for nan?
it should work, slowly
@manic pawn what should work?
using a data breakpoint like that to figure out exactly where nan is written to it
blueprints have conditional breakpoints what?
you gotta do this in vs lol
@quasi obsidian I never try to use unity but i do not believed unity is harder are less. I try other engine and that was much harder then UnrealEgnine. But true UE its not so easy how its look. Still there are many peoples who are abble to do something in 3 month. But I am shit. Also i have lots of skill around web. PHP is also some type of C language. UE4 very good peoples. You can do but. There are many games who peoples creating around many years. Something what peoples around web do not understand.
I am a script child
nan nots a number?
you can put data breakpoints on blueprint variables but that might be a bit
if you never used vs before
yea nan is not a number so its never equal to itself, but its also not unequal to itself, its the opposite of what you compare with
I'm missing something.... I've enabled Root Motion and Anim First Frame on my animation, but when it plays it still slides the character back to the start position at the end
issue reproduced with the lower mass scale
higher or lower velocity at that point dingoman?
Could you simulate a conditional data breakpoint by checking on tick for when it's NaN, and then putting a breakpoint on that?
It wouldn't break where it changed, but... maybe a rough idea in this case.
previously it was 6141
previously as in before 1kg mass
I could, but I don't think that would help ID where it was happening
I can put a bunch of checks during my gameplay update to see if it's happening in there. is there a more efficient way to check for nan than just printing it out?
chariot have w wheel?
@jolly cairn not this time 😁
I saw one time situation that problem was in trying to not implement chasy and whell
Because physic was not implement nice.
And was wire error.
@jolly cairn none of the other components have physics/collision enabled
Its some clue.
I have a question
Sometimes eu4 not performance very well so try to make its work in other why if you get wird location or out of map jumps.
I'm running into an issue with opening the mesh editor
it seems to open the window but it's unable to let me get into the mesh editor window
seems to be the blueprint editor too. I think it's all the editor windows
does a window pop up at all?
You want me to check that in my ue4?
click the icon in the taskbar and make sure one isn't randomly popping up behind something?
I can't show the windows, but the 2nd window is just white
Somewhere in UE is back to default layout?
can you elaborate @jolly cairn
can't open the window?
nope
@normal burrow I should mention that I also apply an angular impulse array
@jolly cairn
@modest bolt project has local settings, you can try exit editor, delete this saved/config folder, and run editor again, it may restore everything to base editor settings. worth make a copy of the folder before delete just in case dont help.
@modest bolt maybe try to use reset default layout?
Hmm that menu item could work too i guess
how do I do that again?
sadly the COM is being set to NaN outside of my gameplay update
it's on the "Window" drop down to reset layout
and then I'll try the folder if it doesn't work
ytry jack solution
waiting on if it works
I need more caffe 🙂 @halcyon flame I'am happy with you.
I assume if there's no root motion baked into the animation then "EnableRootMotion" won't work
I'm trying to be happy
@halcyon flame I wish you good lack 🙂
thanks, hard not to be with this playing
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@normal burrow before you're gone, can you elucidate the significance of the 0.0 angular damping causing the issue much faster?
angular in js? If i write next @plush yew nothing usefully i move his problem up out of note
anyone know how to scale a particle effect that is triggered in a Timed Anim Notify? The scale parameter is there for non-timed particles but not for timed. Any help would be amazing
@jolly cairn this isn't related to AngularJS
can someone please help me?
@plush yew sorry g, I don't know much about mats/baking. you not finding anything on Google?
no
can you markup your ss and show us where light isn't on materials? also there is a graphics channel
@jolly cairn thanks for the info, and even though I know web related stuff I do know that a game would take a long time.
Reason I asked about damping was because 2.25 is kinda high
really? it feels a bit floaty
linear damping of 1.0 would disable gravity i expect
Yea relying on it to stop turning that much is a bit more than what it’s meant to
But don’t think that’s the issue anymore
I think it’s just that your spinning too fast
The damping slows you down
So it’s probably why it’s more stable
something interesting is happening with the respawn actually
@plush yew I don't know which materials are metallic and where shadows aren't showing. can you markup?
You can see the shadows on the ground
But in the first image there are no shadows
those last two images have shadows
but shadows appear on stationary or dynamic lights
so the first image should have shadows. if you put that material in the second or third scene do you get the same issue?
Yes
can you show us that?
There are dozens of settings which cause the baked light to malfunction, look around mostly in the mesh editor. Scale of lightmap etc.
There are documentations on epic that could help figure things out
light mode probably dynamic light only so it generate shadow
when the pawn registers OnHit, it sends to the GameMode, which initiates crash/respawn if the pawn is at over 670°/s (or if impulse is >1,000,000).
could SetWorldTransform (Sweep false, Teleport false) have something to do with this issue?
the issue shows up in other places, and when there is no or minimal angular velocity
when it happened with 0.0 angular damping, I didn't have the ability to turn around at all, angular impulses only occurred by crashing
Teleport false means it calculates forces that result exactly at the target position iirc so yea
That yeah
Is anyone willing to help me make a masters material for my ground textures?
after I "respawn" (quotes bc I'm just moving the pawn) typically with this version of the issue I throttle for ~1s then freeze
https://gyazo.com/a17d4c46634cb151b8ce79e99be9b197
is there an easier way to do this ?
@pulsar badge maybe just download an asset? there are free ones out there I believe
brushify is getting some free assets right now
@blissful trail easier way to do what?
and an easier way than what?
im trying to get the player rotate when going up ramps
rotating a walking character capsule is generally leads to issues
@blissful trail it's not really immersive since people rotate their heads on any incline
but easier than what?
he was proably hoping for a checkbox to enable and make all camera work like this
@halcyon flame I’m trying to have couple of materials from quixel but I’m not doing to well
but it will require some math and tracing, mesh evaluation (normals) then apply offsets to camera to mimic the behavior. but don't roll/pitch character capsule thats bad idea
@blissful trail if you're really set on it trace from the character location and get the normal
@plush yew correct all levels must have at least 1 this is in the docs too among many useful tips and debug screens you can use to optimize the scene.
@pulsar badge there are hours of new YT tutorials on Quixel + Unreal
Can you PM me the documentation for this please? Thanks
I dont know which one to look at
@halcyon flame ya Ik I just can’t figure out the master
No i don't recall which but it shouldnt take more than 30 minutes to read all relevant in docs. The docs are pretty short you know :)
@flat idol what docs are you referring to specifically?
general documentation of unreal engine
Okay got it
worth to read at least once
Yeah I need to study this stuff obviously
I used to do texturing on my scenes alot differently
So I wasnt used to the normal PBR setup
Teleport is probably what you want dingoman. Would print the entire vector of the impulse though. Magnitude only might be misleading
ok. they're all absolute impulses
I'll try teleport, but notably this issue popped up from time to time before the respawning thing.
Its possible to change time setup in the why when i write 1 second in blue print its 2 second. Blue Print use second as a time?
@jolly cairn rephrase
In my game 1 second is more like 2 second.
if you print out get time seconds on tick it doesn't pass properly? have you set time dilation somewhere?
Its really more like 1 sec its 2 sec i print something for 1 second and created time line for 1 second but its like two second.
you're saying if you print string with duration of 1 it seems to stay up for 2 seconds?
I think i am tired.
But i really fell 1 sec in game debugging in editor its slower.
Crap i'am tired Any why 😄 so funny
Sleep is important lol
can you chat for a bit on this angular damping
you're saying my AD is too high, but at the same time that things are spinning too fast. high AD = things not spinning that fast... no?
or do I just need to scale down my AD and my forces until I have the same effects?
somehow it feels very floaty how it is now
Yeah what I meant was that high of ad would mean lots of force
ok
not entirely sure how I got to that value in the first place
but iirc lower values were just out of control, higher values were too stiff
I'm trying to get that good feeling like you're in space, like a space man or a ship. it floats a bit after you stop applying torque (and I know, in actual space you would keep spinning indefinitely)
It’s okay though it’s just would seem like your relying on it to brake
@halcyon flame Can you on physic and move something by this whey?
@jolly cairn don't mean to be rude but I have no idea what you mean
I am, yeah, for angular movement.
You moving some abject and transform that in space?
should I just be applying my own angular damping all the time manually?
Have you tried regular add impulse?
Maybe you get some wird situation by
@jolly cairn I'm not setting transform, just adding impulses and angular impulses
Physx rigidbody yeah
@normal burrow as opposed to add angular impulse?
or as opposed to add impulse at loc?
I haven't. previously I was applying the force at thruster location
let me see if I can repro with that node change
Yeah it would be fundamentally the same as applying directly at center of mass
But might produce a difference if something else is off in the blueprint
all of my impulses are currently @ CoM
Yea see if it’s an issue without point
issue repro'd
If you want truly stable forces though you’d want to use force and not impulse
Hm fairly normal thing when nan is around
do you think impulse vs force could be the root of the problem?
I'm mostly curious why the ensure wasn't tripping before
Thing is that they are fundamentally different things
To drive by force or acceleration is gonna take more time to get used to but yes physx deals with this much better than impulse which is this strange velocity and mass thing
I was under the impression that I could simply convert between the two by factoring in the time for impulse
like iirc for the force -> impulse conversion I just *(1/30)
in my case
Force is something you apply every single frame and is not dependent on frame time (in theory)
I thought I was accomplishing the same thing by adding a discrete impulse 30x/s
you think changing to add force has a good chance of fixing this?
Depends on what’s making the nan
right. let me try add force at loc
wait
it says add force should be called every frame
Impulses are much more likely to throw things into chaos though and it sounds likely that this is what’s happening
It should be yes
so I need to move this to tick and stop clearing my array then clear it during my gameplay update?
If you call add force 0,0,980 every frame
shiiiid
Your craft will perfectly be without gravity
(With accel)
Accel flag just takes mass out
Multiplies whatever you send by mass
before I dive into the (manageable) amount of changes to make this happen, let me confirm my plan with you since I've never used this node before
Will this return the same random int for both nodes
relative to AddImpulseAtLocation,
I need to factor out the mass and the update duration
and then apply the array every frame without clearing it,
then clear it and rebuild it during the gameplay update
this shouldn't cause issues, right?
@vivid narwhal just make a local variable if you're in a fn
Dunno what array you speak of
I have an array of impulses
But yea apply forces everyframe
soon to be forces
Force +torque
?
Torque is force for angles
right, so switch the angular impulses over as well
fingers are so crossed that this works correctly
does add torque factor in the moment of inertia?
what do you mean? shouldn't it be exactly the same?
Neither does add angular impulse though
a bit weird since force takes into account mass automatically
Only if you check box accel
got it. AddForceAtLoc doesn't have that box.
Ah yeah. Add force does but yes just divide by mass to get acceleration
I'm going to walk my dog, do you think you'll be online for a while?
fingers are so crossed. well assuming this doesn't work (because like 10 other things haven't) I hope I can come back to you
you have been incredibly helpful. my project would've been grounded over a year ago if it weren't for people like you.
do you work for Epic or are you in the industry? I just don't understand how people get such deep knowledge of the engine
Nah just been doing it a long time. Not unreal specifically though
How much time you spend in your first game? Alone?
@halcyon flame I think you will back as I am and try to help other peoples.
Sometimes i stay there just to watch I can answer.
UE have fantastic community.
Yesterday I was search about Mathew Wadstein and he get reword from epic by help.
p@t its very good he help me also he is great someone
really Mathew also
I worked alone for a long time and got little done. Hard to say how many hours lol
But it is probably easier for others
So how much need to be spend to created something in ue?
so 6 month you can created something constructive?
Would hope so but timing is hard to plan for lol
Generally i have simple plant just move forward. And I know its will work.
After 2 3 game i get more experience.
If its possible do not work alone.
But its little break me. Making games is new experience for me. I try to help other sometimes its possible that also learn me something. But really i am worry about speed of my progress. This is why I analyze other peoples history.
I guess it depends on what you are trying to make
I still write warry incorrect English or you its possible to read?
Don't know about others, but I can understand your English.
@ripe saffron Yep I think this same but 2d game i do now its not hard and other 3d project was also not so complicated.
Any why I try to ask you about something they are some price of mathematic equations.
well I am on my first game... its been a year and half now. I am alone.
Like (logic like == xor or) + - ++ * 00.10 <- 01.00 / sin cos
full time nearly a year
@ripe saffron If you not lie its make me happy so do something in 1 month its almost impossible for first game?
Special using potencial of ue4
Like (logic like == xor or) + - ++ * 00.10 <- 01.00 / sin cos What have higher cost for processor. This order is quite correct?
I honestly couldn't say ... I aim quite big for my first game but I do have lots of experience in 3d
I'm on my first game. Second engine for the game. Been Full-time for a year. I reckon I got at least another 3 years before its done
But we can believed something can spend more time then we think.
haha ...not sure I still believe. I am hoping another year but that could easily become 2
In not looking in this view so bad. Generally I not playing in nothing now i just work on progress
last game I played was resident evil 2 remake ...before that dark souls 3. I used to play a lot of games, but not since I started making my own game.
A bit of exercise but thats it
I experienced the same thing. I used to play a new game every week. Since starting my own game. I only get to play Fallout 4 on weekends for an hour or 2
Form my experiment have a lot o fresh oxygen really help.
I agree
After change my life stile i was very progressive.
But that was cost a lots of time. I have very helfty life. And i was doing more then other weak then in month.
But that was time ago no i have money and situation and really want back to this flow.
For me it changes...some months I seem to be flying and others seem to get nowhere
I think its just the way it is
@ripe saffron Yes maybe better do break and go gym. Its more refresh then do games.
For me is quite festinated how bad peoples treat programmer. Most think are very hard. How to stick in progress in three years on something what can end bad then close your eye and do again after 5 try stand on right level.
And more i know peoples more i know i am not alone.
But i planted shorter time or just join to other peoples.
I just wont quit. If it doesn't work then so be it but I will at least finish.
If something spend more then 1 year should be done in more peoples.
I think if is in c++ you get better skill also you can use python
Motivation is the hardest part of being indie. Thats why if you are indie don't follow trends and work on passion projects. Its easier to stay motivated
Or rapped that mistake 10 time.
When you running around you will learn how to fast run.
I think when you fell how much time you spend in some games you can understand you was able do do something in your live.
and most peoples will be lived more then +10 year. I hear ~Noch this man from Minecraft he is addicted now by cocaine?
Stay be happy. All your success can be in progress.
Ok back to coding at least I was not able to help if that motivated someone its also something. I think my point is right. But I deep believed stay in max 1 year if that is not for progress.
Eeh. I thought that steady income is the hardest for indies...
Hello what cause this issue
Here is my slot_loadgame widget
the name property is just a text, I set it isVariable also
I don't want to manipulate my widget just to change its name property
you never getting Slot load game to be able to set slot load game
at least here
and then its saying your getting something not in the thing your casting to that could be because you havnt compiled the widget
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
No
They all have it. Just one in the photo
There is no problem with static mesh but it does not work in landscape spline tool system.
then it's casting may be the issue
I do not know. I'm going to try with the surface type.
If I migrate a level, will it also migrate associated assets?
Or would I have to do that manually?
Is there a way to get it to automatically know what should be associated and bring it across?
No, it should migrate everything associated with the level
When you click migrate it lists you everything it will export
Great stuff, got it sorted. Thank you.
👍
Is it possible to move all objects of a map 100 units to the top (z-Axis)?
hey guys, I just made an update in my project settings, switched to DX12 for raytracing and now my project instantly crashes upon opening. I can't get to project settings to switched it back. Is there some workaround so that I can revert it back?
Nvm, I will just start over. No big deal 🙂 It was a huge project or anything. Maybe an hour or two into things
check your engine ini in the config folder
Revert the change in version control
hi ! guys suggest please. why even my camera on spring arm have this possition but when i Play it is on the wrong place? thanks
unreal docs, sigh, tells you to edit Target.cs to add a flag does not tell you how
Does UE4 take advantage of multiple GPUs?
@lusty carbon Have a two card working unstable how i know. But maybe its going better from around 4.21
It does not
so for some reason UE4 does this randomly
https://i.imgur.com/fqmFVtV.png
anyone have any ideas?
4.23
didn't use to do this
I am not sure if it is the right place to ask, but is there a way to bypass smoothframe cap in packaged development project? I know there is some console command but just can't find it. It was something that allows runtime fps change.
There's a bunch of CVars for that, and you can disable it in project settings
Happens when I highlight texture2d
okay
so forcing anisotropic filtering to 16x or forcing mlaa through nvidia control panel causes it
hi! can you help me to fix my camera. very new in UE4.. so problem is ... i create camera with spring arm but when hit play it is doesn't show anything from this camera
generally, setting up something custom, especially vendor dependent, may cause some issues if you going to ship a game
I wonder why my grass gradient wind works correct when i drag the mesh on the landscape but not working with gradient when i use it with the foliage tool, it works only with the default settings like there is no gradient when used with the foliage tool ??? I have been looking for answer 2 days now and cant find anything on it 😦 . I would appreciate if anyone can point me to the right direction
@dreamy talon why it should show?
@next badger
im very new in UE4 can you guide where i can set it up please?
An example of how to setup and trigger the use of multiple fixed camera angles.
@next badger let me check it thank you
afaik ue4 should set camera as active by default if that's the first camera of the posessed pawn
yes i have camera before and it is was working fine.. but then i though i want to creat better camera position and stuff.. i deleted camera before and then create.. then everything got mess up
Player controller has a variable, to disable automatic switching
AutoManageActiveCameraTarget
but by default it's enabled.
anyway I can have a player always keep an inventory and can bring it across servers? its for a survival game
Yes. It's not a great idea if servers won't manage it.
Since this item will be loaded from player's local profile.
@next badger where i can adjust this parametr AutoManageActiveCamera?
in player controller
it is in the Car BLuePrint?
so i downloaded unreal engine and just started larning and i have a friend who is in the same phase as me ,,i was just wondering how would both of us work on the same project ,, github dosent allow bigger files soo?
Gitlab has a much higher limit than Github
Ultimately if you're working on large projects you will need to use your own hosting
Most developers use Perforce through their own server
@dreamy talon in the player controller BP
i'm not sure you even need one if you have no custom PC
@next badger well i dont have it i have a car only , no player
it's a class name...
let me check please
thats what i have there
@lament cloak as Stranger said...you better to host own p4 server
@dreamy talon yep, that's a default one, it has auto camera management enabled
so ue will switch to new camera on posession
@next badger so then why it is not shows my only camera. it is playhing from some another camera what i dont have
well, you need to check why it spawns a new camera
F8 is hotkey to unposess the pawn while you play
then use outliner to find the cam was used
let me check it right now
yes it is looks like it is using this camera , i not need it how i can switch for my caemra what i installed in Car BLuePrint?
you need to switch to it it should be in the article linked above
if it is in the same actor you just need to activate, if it is in different actor you got other options
but in general get a ref to it and activate
Camera manager is not the camera
@next badger ah i see. so what my next step should be? because i don't see any camera in there. not my not other..
@alpine wigeon i trying to do that but cant find Create References to selected Actors
because that is only for level blueprint
you need to get a reference to it in some other way, like on begin play get all actors of your camera class and just live with the cost of it 🙂
so again i have camera connected to the Sping arm. and it is only 1 camera .. and it is somehow doesn't detected automatically?
or if it is a car you are getting into you should get a reference to it when you get into it
on the camera search for activate
and make sure it is selected
Is there a tutorial on how to make a world that will save itself in a multiplayer survival game environment
No, probably not. This is fairly advanced stuff and a tutorial on that would essentially be a tutorial on years of work.
You need to look for a tutorial on game saves, a tutorial on multiplayer, and try blending these in your survival game
damn. alright noted
I say this a lot here but tutorials are always a few years late to the knowledge, they're focused, they're small
You don't see tutorials on building your own airplane
Hm. Seems there are no tutorial on how to teach a generalized AI using GPU so it gained self awareness in 7 days.
There was, but the AI deleted it.
clever girl
Wouldn’t it want to propagate itself?
No telling what they'd want
hence why it's called the singularity
@next badger fixed problem.. it is was inside camera no Checkmark on Active.
i'll be back
@misty violet there are 2 settings, one is life time and one is duration
also #visual-fx
Aight thanks
life time is per particle, duration is per emitter (you can have several in system)
4.24 just merged into release in github, blog post is coming soon.
sadly -_-
I see
cause so many issues with it
Is it possible to stop the add force node from adding to my overall player's velocity? For instance, I have a swing boost set up where if my player presses a button while swinging it adds an AddForce to their Forward Vector multiplied by a float, but this can sometimes result in speeds that are just too fast for my liking. Is there any way to change this where the swing boost just simply gives a push? Similar to the gif below
@oblique tangle set velocity and +=?
invertely scale the force depending on the current velocity I guess
@rotund scroll Set velocity? Could you elaborate please (: bit confused
Can I make a great looking mini-game without paying for anything?
probably not
@oblique tangle get velocity of your character, add however much extra velocity you want, add them together and set them as the velocity of your character
Depends on what you can make yourself
And the amount of time you are willing to invest
And your skill level
So its not impossible
@rotund scroll Wouldn't that just give me the same effect that I already have now?
I wouldn't say it is impossible, it won't be easy though.
@oblique tangle ah my bad
you can clamp it by using a select vector
and a bool
or rather, no bool
compare the velocity and if it's above a certain amount, clamp it at that amount
if you want more control you could multiply by a curve value
Newbie question, how do I change it and make it look like a wet street
4.24 IS OUT
and then 4.24 immediately releases before I even start a project
I CAN FINALLY DO SPACE TO GROUND ON MY MAIN BUILDS
when did it come out?
literally right now
I litterly donwnloaded 4,23 yesterday
Same here Adde
https://youtu.be/2WeX41WfOsY?t=62 I have been trying to do a transition like this FOREVER with the curvature of the planet and now its come out and im so happy omg thank you guys so much
This video shows pre-release alpha gameplay of Star Wars: Battlefront III, which was to have been the third video game in the Star Wars: Battlefront series. ...
And with my internet speeds, updating will mean a good 3 hours of waiting
how do I refresh my launcher? it still shows 4.24 preview 4
It's still only showing 4.23 and nothing on the launcher confirming it's out.
Hey seeing the new release of 4.24, does anyone know when the Chaos part of the engine is going to work without a source build from github?
@calm bay They're aiming to have it stable and the default physics engine in 4.25.
@fervent sigil You may have to restart the launcher to see it.
rip mantinee
🤔
Hello, newbie here. Can I run Unreal on 4 GB ram?
Destruction in Battlefront....
Gb's*
@finite vortex really wouldnt recommend it
I have 64gb and use about 50 most of the time
Would it run?
If you're working on something 2D and small than yeah
still haven't tried chaos yet. what are some of the perks of using it?
But building times won't be great
Is there methods to optimize and make the engine lighter?
possibly
No
It will run, but you may have trouble with anything below 8GB.
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
@plush yew now you're just pushing it. I have 32 and it usually uses around 6
I have a 5 years old rig 🤔 Here's to hope this will survive what I want to make
You would need a source build
@fervent sigil I usually do lighting and stuff. Baking lighting on large maps takes alot of resources
Did that verson just release a day or two ago?
Lighting and rendering
The newest verson of unreal
I run 4 gb of ddr2 ram on medium settings and it is holding ish (I use 4.16.3)
@plush yew perhaps, but it doesn't need it; it can run without a lot less, it will just take time
boogieman, it released a few minutes ago it seems
I'd say 8gb is a minimum, 16 is a recommended minimum
I guess thats true
@plush yew No, it just released today.
But I had problems using 32gb of ram
I'm on arch so I have to build it
😮 like what? never had a single problem with it
I have 8GBs ram and it's... It's not fun.
I'm on 2 + 2 DDR2
not in terms of memory anyway
hmm
how do I update?
yeah try using 4.8 Unreal
@maiden swift
@wise stone we're wondering that too. I don't seem to find it in the launcher at the moment
Since our project isnt for consumer use, we usually go above and beyond with how we do our lighting and rendering rigs for the levels
So is it basically testing related stuff and beta stuff ?
So lightmap resolutions are extremely high and the maps are massive
How can I get previous builds/source though?
from their github
@wise stone It's available in the launcher. If you're already running the launcher, you may need to restart.
OK
@maiden swift restarted it already. Trying to relogin now
yup, logout and login did it.
Seems to be stuck like this... Usually new versions pop up instantly no real waiting.
My only worry about getting to ue4.24 is updating my code
We don't have the executable in Linux, right? I have to build it.
@finite vortex https://docs.unrealengine.com/en-US/Programming/Development/BuildingUnrealEngine/index.html
Compiling Unreal Engine from source.
oh wait
for linux hold on
log out from the pc or the launcher? @fervent sigil
@wise stone launcher. It would be extremely weird if it was pc
Slevilex, here 🙂 https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html
Learn how to download, build, and run UE4 on Linux.
I have Kubuntu so I feel you
maybe it's not released in sweden yet. anyone from sweden here?
WAOIHA
@exotic lion Mine's downloading and installing. Wait or restart I guess
what happened to 4.13.2?
hopefully it fixes my DX bug
never happened.
So, I am hoping that 4.24 fixed my bug
Or no clue what I'll have to do to get it working again
WHERE can I find the info about the hair system!?
😩
When people put out tutorials
You might find something on Twitter
Overview of strand-based hair importing, rendering and simulation within UE4.
It's in the release notes.
^
But yeah, that doc if you haven't already seen it. Which assumed you did.
Hey Victor, could you check DM?
sorry for all the questions, but my pre-programmed textures seem to be gone?
DM. hm, k
Well i did install unreal 4.23.1 yesterday
@scenic snow Thanks a lot! I used Kubuntu too, it's wonderful!
No problem 🙂
And there is already a new version
@fervent sigil it popped in like right after I sent my message lol. It's downloading now.
This thing...that's something right there
Niagara is looking sexier and sexier (UI)
But...doesn't look at all like the rest of the engine's UI...
which is sort of disappointing
Always looks out of place
that sparse thingo sounds solid
Yeah, anything to help performance with BP projects
Insights is getting better and better
networking and asset loading now...
So with 4.24 we get Megascans for freeeeee
You can have it with previous releases
F
Shame my rig pulled a gun on me screaming "You're asking to much" >.>
do we have all megascans now?
we already had
I don't really get it, the release notes don't even mention quixel
megascans isn't linked to 4.24 really
We already had megacans and quixel tuff
it's orthogonal to it
ah ok
Before you could get some for free in older release but still made me sub for a lot of them. they said in 4.24 we won't have to do that anymore.
I'm gonna play with the new physically-based Sky.
o0
As I understand it, Megascans is free for UE4 users regardless of the version you're using. Someone can correct me if I'm wrong.
I think they would have made mention of any version requirement by now somewhere
Yeah. I haven't seen one.
I'm just going to continue working on making my character walk like a normie and not ike a spasmic alligator
Wow
I wish there was a way to optimize debug symbols
that is quite the debug symbol storage size
They are just getting worse and worse every versino
that was weird
I don't install the debug symbols.
me neither
🙂 There is a reason you should though
editor symbols: Innovation that Excites
But, yeah, if you don't need them, or know what they are. Then don't install them
I'm still a coding newb so I don't install them.
Blueprint gang?
A mixture, nicee
I take online courses from GameDev.tv And they suggest this method, even in their blueprints course.
Is UE4 good software?
Having some stickers on a workshop UE in vietnam
Is it okay to learn UE4? I am kind of afraid it will probably die soon.
Look at the alternatives @midnight tree , How many AAA titles do you see vs this engine?
:))) UE is great
Where is your rubberducks @coarse shale 😄
Haha :)) @scenic snow it looks cool right
As far as I know soon Valve will release their Source 2, do you think UE4 die?
happy warp noises https://www.redbubble.com/shop/unreal+engine+stickers
Valve releasing anything won't hurt UE4.
Why?
If Unity can't hurt UE4, than SC2 won't hurt it
I'm getting this, screw my paypal https://www.redbubble.com/people/nerdunderground/works/30515169-such-an-unreal-nerd-engine?cat_context=all-stickers&grid_pos=17&p=sticker&rbs=5c7e374b-1828-4b3f-b754-abca8b8f9c27&ref=shop_grid&searchTerm=unreal engine
hey uh quick question since i haven't used UE4 since late UE4.22
Source was a big deal and Source 2 with Steam might hit the market.
Half Life Alyx will be interesting
Doesnt Source 2 have problems with older games like TF2?
is there a point to using the new Material Layers thing if you're already using the uhhhh
i forget the name
I need to chat here more often
but there's some nodes to let you do modular materials etc already
@plush yew thanksss, it is our logo from my opensource blog, you can contrib to that :v we will sure send you some stickers https://github.com/thecodecousins/thecodecousins
source 2 doesn't have anything to do with TF2
@scenic snow look great (y) hail UE
Material Functions that was it
I don't think Valve ever tried to update TF2 or others to Source 2 😛
Source 2 literally won't effect UE4 or Unity. Most ppl dab in multiple engines for various reasons. When it comes out I'll give it a try, but as for as choosing it over UE4 which I've been using since it was in subscription just to learn it. Nah.
thx xd, ill make sure to ping you when I bling out my overpriced macbook
isn't it only DotA 2 that got the update?
also, Source 2 is probably massively overhyped
Agreed
cool cool :v really want to buy some stickers from redbubble but shipping to Vietnam is too difficult
is 4.24 stable enough to download
Probably
you can already see it in action in DotA 2 and stuff like Artifact I guess
I'm stickin with 4.16.3
cause im on 4.23
im fine with 4.23 and 4.21 those are very stable
4.24 was released 10 minutes ago, it's too early to say if it's stable enough 😛
I wonder if Valve will have a better royality system for SC2 made games. 🤔
I doubt it.
But usually with unreal theres no major game breaking stuff every release is there?
😐 first time i saw Unreal engine is from the infinity blade game :)) super hype
star craft 2?
SourCe2
What software do you use?
I kind of wanna try Cry Engine's current state, but eeeh... Be a waste of storage.
uv unwrapping in 4.24. 🤔 im excited if it works
Yay
I need to change my pants.
do steam sockets work on egs?
VAC is sieging get the door!
Mac OS X and Linux Support
Datasmith is now available on Mac and Linux platforms, depending on the type of file you are importing.
For details on Datasmith platform support, see here.
oh that cool
@scenic snow i did some architecture prj with datasmith, and it great
fu
Datasmith is a pipeline for importing complex scenes into Unreal from Max, Revit, etc.
It maintains materials, lights, and a bunch of other stuff.
Any idea if there is some content sample for audio synesthesia yet?
Okay wth is Revit and why am I hearing it a lot the last 2 weeks?
lol its funny cause i had no idea about that pfist. i've heard datasmith a lot but yea that makes sense now
It's an app for architects, I know that much.
I had a client once who used Datasmith and Revit.
It's like expensive blender as far as I know
Am I the only know still using 2.79b blendeR?
I just like the keyframe that I know and love xd
@scenic snow Do you hate yourself? 😂 2.8 UI is such a treat.
I predict one will put together a build of blender that has exactly maya inputs
make architecture easier
My blender stays the newest, because Steam.
@normal burrow Blender 2.8 already has Maya style inputs you can enable, I believe.
wait wat
Yea, from maya people i've heard its lacking though
It's probably not exact then.
@scenic snow I suppose it makes sense if you are used to old versions, but industry standard inputs... it makes life so much easier for "the rest". 😄 I could finally pick up Blender now.
2.8 is a big improvement though.
I imagine ubisoft and all the big studios switching from autodesk have their own internal replacement blender already
yea it certainly is, i'm a big blender person
Makes Blender way more usable and streamlined for most people, and addresses many outstanding issues.
I've used mostly 2.8 for forming and basically models that have the new tools
still use wings3d for modelling when i have to model but everything else blender does excellent. and people are great with it, i just like wings 3d explicitness
I know of several people swapping to blender from Maya after 2.8 actually.
Guys, real pros use tinkercad
But yeah, Wings3D is nice
the UI reminds me of UE a bit
We are some spoiled devies lol. I've been watching the makings of ooollldd games, Devs had 2gb ram and a box monitor. XD
wings3d is like, methodical meshing
yeah I agree with Naraku, our source control is so much easier than old times
all the clicks do different specific things for the same result
oo, my biology class has a sub
ok I had UE4.24 crash while compiling shaders for a project I opened 😄
Time to waste time on making a spasmic level design
Ah lighting, it oofs everything
Lightmaps are sure fun to play with
I just so happy for a lot of the new stuff in 4.24. It might need a little patching but I'm okay with that.
Some of my old projects still use Indirect Lighting Caches instead of Volumetric
lightmaps
all my epic games files and unreal engine files got corrupted :/
Thanks for the update @maiden swift !!
Theoretically I could use the new sky actor for a day/night cycle that changes ticks after x repeat, then change to a Y tick on repeat until it changes to another, making a literally multiple seasons long year.
Guys, I am really interested what software do you use?
i use windows 🙂
I can't manage to redownload epic games :/
I mean the list of software, like image viewer, video player etc, very interested...
Hi so anyone knows how i can have such a bad performance (fps) with this terrain (12x12km world composition)
anyone can help me ? I still don't know what to do. So, I have a new machine (at work). I've reinstalled everything and trying to create blank c++ project. I have same configuration(same ue4 version, same VS with same components) at home and everything works. When I try to create new proj, I get an error template path is not valid : invalid Folder : D:\UE4Vault\UE_4.22\Engine\Programs\UnrealBuildTool\SndbsTemplates ( 2) This folder doesn't exists (same at home)
google gives nothing
does the folder exist?
nope
This is all mine shows in that file location.
but I have the same thing at home. As I understand this folder will be created during build process
yep , I have the same. Only log file
is it git?
Which version you on?
looks like 4.22
Man, there are some nice quality of life improvements in 4.24.
I need to get it working first 🙂 My pet project is in 4.22
Unreal amount of battery drainage
I just have free time at work , so I thought I could do some stuff
visual studio is installed and everything a*?
nuget package manager and .net runtime etc? (all the prereqs with vs install)