#ue4-general

1 messages Β· Page 595 of 1

azure shore
#

oo realistic hair and fur

exotic lion
#

Yeah I can't find anything on google either.

grim ore
#

a simple question but have you tried creating the folder and seeing what happens?

grave nebula
#

@dim merlin Likely, because you are trying to render all landscapes at once, and not using level LODs

plush yew
#

nice, landscape stamps in the free monthly content

radiant haven
#

or can someone help me in general how i should do mars at all

plush yew
#

you could use a post processing volume

plush marsh
#

In VS I also get MSB3075 - please verify you have sufficient right to run this command

normal burrow
#

oi

cloud cobalt
#

@plush marsh full log ?

grim ore
#

sounds like your admin setup is not the same between machines?

plush marsh
#

yep, this machine is at work and we have all sorts of security

radiant haven
#

@plush yew u know how?#

#

wanna add
Rocks
Red Atmosphere
Hills
Mountains

Already got the models but I am to bad to make this so i need help

plush marsh
plush yew
#

well check out the free content they just added a buncha landscape stamps

cloud cobalt
#

That's not the output log @plush marsh

radiant haven
#

😐

cloud cobalt
#

Go to the window called output

#

Open that, copypaste the results

plush yew
radiant haven
#

dont want to use sky sphere

#

because there are no clouds or other stuff on marsΓ€

plush marsh
#

I'm not a programmer yes. I'm learning ```1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Skipped Build: Project: Studio, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>Project not selected to build for this solution configuration
3>------ Build started: Project: MyProasject, Configuration: Development_Editor x64 ------
3>Parsing headers for MyProasjectEditor
3> Running UnrealHeaderTool "D:\UEP\MyProasject\MyProasject.uproject" "D:\UEP\MyProasject\Intermediate\Build\Win64\MyProasjectEditor\Development\MyProasjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
3>Reflection code generated for MyProasjectEditor in 5.5422375 seconds
3>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
3>[1/9] Resource Default.rc2
3>dbsbuild : error : (4e01b9b1-5f07-4aa7-ac99-91be916c80e7,10): template path is not valid : invalid Folder : D:\UE4Vault\UE_4.22\Engine\Programs\UnrealBuildTool\SndbsTemplates ( 2)
3>
3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "D:\UE4Vault\UE_4.22\Engine\Build\BatchFiles\Build.bat MyProasjectEditor Win64 Development -Project="D:\UEP\MyProasject\MyProasject.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
3>Done building project "MyProasject.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 2 skipped ==========

cloud cobalt
#

SndbsTemplates ringing a bell ?

plush yew
#

you can set cloud opacity to 0 in skysphere, but yeah

plush marsh
#

nope

cloud cobalt
#

Try verifying the engine

plush marsh
#

did this

#

and reinstalled

grim ore
#

the sufficient rights error is a false error in this case due to the previous stuff failing just keep that in mind

plush yew
#

@radiant haven not a sky sphere, but a post processing volume might be what you're looking for, you can change the colors of your surroundings with it

exotic lion
#

@plush marsh Someone said "I had a member of a class with the wrong "UPROPRRTY" values.
When you put "UPROPERTY(EditDefaultsOnly, VisibleAnywhere, Category = "Mesh")" above your class member, you will get that error. Simply omit one of these keywords (EditDefaultsOnly or VisibleAnywhere) from all of your class member that has the two of them together and you should be good.
"

radiant haven
#

@plush yew well thats not what I want only the surrounding and not the entire screen

plush marsh
#

but I'm creating blank c++ project , without any data

radiant haven
honest vale
#

oh 4.24 is out

#

sweet

radiant haven
#

already tested it?

plush yew
#

beta or full?

verbal moon
#

I'm using it currently. I thought the new sun system would already be set up and noticeable but it still looks like the old sky. Anyone know how to activate the new sky ?

radiant haven
#

how does the new sky should look?

#

How do I rotate textures?????

#

Randomly to avoud repeating textures

plush yew
#

it says 4.24 is out but i dont see a download option

radiant haven
plush yew
#

restart your launcher

#

someone said few minutes ago

radiant haven
#

oh yeah ure right

proper crane
#

UE4 search feature isn't working

#

Wondering the height of the mannequin in relative to irl. I know it's said here, but no search

#

SHIT

#

DISCORD SEARCH FEATURE

#

NOT UE4

#

Anyone else getting that "Crap, we dropped the magnifying glass. Uh... Can you try searching again?"?

plush yew
#

i think it was 1.8m. if thats what you mean

proper crane
#

I imagine somewhere near 5'10"

verbal moon
#

Top picture is from the dev days stream. Sky atmosphere is new and what I am looking for but it does not seem to do anything when dragged into scene.

sonic pagoda
#

@verbal moon ~~ have you tried removing the other elements such as the directional light, im not 100% but i remember reading something about it being like a 1 stop shop ~~

#

for the "sun" light in your game

#

you might need to remove the sky sphere actually

verbal moon
#

That's what I was hoping for lol - I have tried with only the sky atmosphere. I have not done that ^ yet - That is what I am looking for ! Thank you.

sonic pagoda
plush yew
exotic lion
#

lol

plush yew
#

What ever happened to Android app bundles? It was supposed to come out in 4.24

scenic snow
hard quarry
hasty osprey
#

hi so my cape clips heavily with the rest of the model with cloth paint on

trim trail
#

uh. I had 37gb free space on ssd, uninstalled 4.24 p4, installed 4.24 stable release. now I have 9gb free space. How come?

cloud cobalt
#

Probably forgot debug symbols or something

grim ore
#

@hard quarry as far as I have seen there is no outline material or Post Process effect included in the engine at this time but there are plenty of examples out there to use

fervent sigil
#

"New: Any enums that are marked as "BlueprintType" must have a zero initializer. Here is an example:" (nothing after)

#

amazing.

trim trail
#

ahhh, right, in p4 i unchecked junk options at install, ty @cloud cobalt

grim ore
#

3D text still has "For details, see [TODO:doc link]." lol soo... they tried πŸ™‚

hard quarry
#

@grim ore thanks, do you know how I can get the Mask (R) Blueprint node inside the materials blueprint editor?

grim ore
#

it's the Component Mask node, once you add it you can add or remove channels

misty violet
#

So you can't actually add UE 4.23 Marketplace content to UE 4.24 projects?

#

Ow wait you can!

cloud cobalt
#

Some of them will need upgrading

#

Most will work fine

hard quarry
fervent sigil
#

Just scene texture nodes no?

misty violet
#

I'll keep that in mind!

hard quarry
#

@fervent sigil seems like I cannot use SceneTexture:SceneColor inside a PostProcess Material

heady frost
#

ooh, new unreal update

uncut vigil
#

get all atached actors is gone in 4.24???

fervent sigil
#

If you're looking for the actual scene color as part of the scene post process material, I believe it's in the PostProcessInput0 type

hard quarry
fervent sigil
#

It tells you exactly, look. arithmetic between type float4 and float3, on lerp node.
Meaning lerp is working on float4 (top) and float3 (middle).
Your color needs to have an alpha to it

opaque mantle
#

@hard quarry Or more simply use a component mask on your scene color and check on RGB while leaving alpha unchecked.

fervent sigil
#

Won't the emissive color input want alpha? although generally there's opacity node, it's not enabled so..

loud knoll
#

I am getting to 95% on project convert to 4.24.0 and it is crashing on APEX in the first line

hard quarry
#

Thank you guys, I fixed it. First time I work with Materials.
But now I cannot select this Material as a blendable in my postprocess volume

fervent sigil
#

You don't need mask for the color btw, it's already float3

loud knoll
#

has APEX been removed from 4.24?

scenic snow
#

I do not believe so

loud knoll
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

UE4Editor_ApexDestruction
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

what do you guys think is causing it to crash?

grave nebula
#

I am afraid it is too hard to guess without debugging symbols and crash dump.

grim ore
#

^ install the debug symbols from the options for that version in the launcher and crash it again lol

obsidian nimbus
#

it could be gremlins

loud knoll
#

yeah I am trying to fire up a default project first

#

default project is working

wise stone
#

What is the best way to learn about unreal?

grim ore
warped tangle
#

dive in

#

google

#

youtube

#

docs

#

for the love of god have an idea of what you want to do/make....

grim ore
#

mmorpgfpsrts?

warped tangle
#

LOL

loud knoll
#

how about a simple arcade game

wise stone
#

I feel bullied now lmao

warped tangle
#

lol not at all

loud knoll
#

dont fear the truth they are telling you

warped tangle
#

I'm being 100% serious, there any tons of people who just want to learn it but have no ideas of their own. You should have something you're passionate about

scenic snow
#

what about a FPs inside a FPS inSIDE of a FPS

#

If you want to learn, UE got actual good qualitt documentation

wise stone
#

Alright, I know Im a newbie at this just wanna use my creativity but its hard when I dont know hoe to use the program lol

scenic snow
#

Look to tutorials

#

I would say

#

and documentation

warped tangle
#

Start with some tutorials, get a grip on the editor itself, then try to start making gameplay mechanics for your idea

scenic snow
#

documentation first so you can get a good idea about what you want to work on

#

but thats my view

grim ore
wise stone
#

@grim ore I saw the first time im not ignoring you

warped tangle
#

@grim ore but you followed that up with suggesting an mmorpgfpsrts

#

how can anybody take you seriously after that? lol

tulip pine
#

Anybody else constantly getting "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018"?

#

The editor crashes within 2 minutes of launching

grim ore
#

There is literally a learning path called "Getting Started with Unreal Engine".... lol

warped tangle
#

lolol

wise stone
#

Getting started it is then

warped tangle
#

gl

grim ore
#

I'm not saying it's the best but it does have the title of getting started πŸ™‚

warped tangle
#

And you know what they say, always judge a book by its cover

wise stone
#

Yeah right lol

#

Alright anyone doing any first person stuff?

scenic snow
#

I'm doing a stealth based game in 3rd so eh

#

But I did some basic first person stuff

#

What is ur game idea

wise stone
#

How do I remove the damned gun

#

I wanna make a explorer game

scenic snow
#

Why?

#

ok

#

a RPG?

wise stone
#

Not really at start, just a game where you can walk around in diffrent enviorments and buildings

#

Later maybe add some story

scenic snow
#

ok so a basic level

wise stone
#

Yeah

outer yarrow
#

i am making a "notification system" should i keep the logic in playerController or move it to playerstate or something else ?

quasi topaz
#

Anyone know of any good tutorials for makeing a FPS game?

scenic snow
#

search it up on YT

#

or even better

#

go put ur eyes with UE's documentation

#

I would say that it's sort of inadvisable to go direct to tutorials

#

because it teachs on a linear path

#

if u want to add a unique function, you wont know how

#

but again, my view

#

Take a look at this @quasi topaz @wise stone

#

or this par-tic-tacular

#

I would say understanding the Framework is most important

#

in order to proceed

wise stone
#

@scenic snow thank you

scenic snow
#

Anytime my friend πŸ™‚

humble ridge
#

What would cause textures to initially be high quality and after a few seconds reduce to low quality?

quasi topaz
#

Thx πŸ™‚

hard quarry
#

Ok I successfully made my PostProcess Material and it works, but it is flickering, so the intensity goes up and down very fast, can I somehow avoid this?

grim ore
#

@wise stone your question on removing the gun, you would replace the skeletal mesh with none or remove the skeletal mesh component on the character.

hard quarry
#

It seems to vibrate

wise stone
#

@grim ore I will try to do that once I know how to do it

scenic snow
#

@humble ridge is it possible ur engine scaled down the texture?

humble ridge
#

Maybe what would cause that?

#

Its almost like all textures

scenic snow
#

engine settings?

#

high,medium,low?

humble ridge
#

Oh i dont think so

warped tangle
#

check your engine scalability settings

#

are you getting a texture streaming over budget warning in the viewport?

scenic snow
#

maybe UE4 possibly lowered LOD automatically?

#

LOD Bias I think it the problem

#

Possibly

grim ore
#

best parts of new releases for me is reading all the point release notes and playing in the content examples. whoooo release day

scenic snow
#

Man, Quixel assets take a longgg time to import

#

think I crashed UE xd

humble ridge
#

Yeah im getting the over budget warning

scenic snow
#

oh....

#

I uhhh

#

I'm apparently importing a 8K texture into my poor macbook

thin gate
#

how do you get rid of all stat commands?

warped tangle
#

stat none

thin gate
#

hah thanks πŸ˜„

dreamy talon
#

guys ! one question. how to reference camera from blueprint to sequencer. i have a car and camera nicly attached to the car with spring arm. now i want to render Sequence of how i driving. but seems like i cant find a camera in Outliner. thanks

scenic snow
#

Does anyone think Quixel is hard to work with?

warped tangle
#

yes I too hate working with free content libraries

dreamy talon
#

@scenic snow 3% royalty it is hardest part what you have to work with Quixel_

scenic snow
#

Really? it's just I cant get the right stuff to make it look like quixel does it

dreamy talon
#

i mean if you doing for real game then they want 3% royalty.. it is a lot. thats why i dont see much company who work with Quixel

dawn plover
#

What email address do I need to reach out to Epic with questions regarding the use of the Paragon and Soul assets? Specific questions include: Can I modify the assets? Can I rewrite their backstory? Can I have a Paragon character get killed by a non-Epic character? etc. I just like to have this cleared up before forming and prepping a project.

#

And I prefer via email to keep a professional level of getting clearance, instead of asking the list of questions here in discord.

versed spear
#

This is all I would worry about. Paragon assets are only licensed for use in Unreal Engine 4

cloud cobalt
#

@dawn plover AFAIK you have no particular restriction other than "UE4 only"

thick herald
#

the marketplace eula covers everything you need to know

cloud cobalt
#

I would also not use them in any project because they'll look out of place literally anywhere, but...

dawn plover
#

well I'm not worried about that actually, as I'm not planning to make a game, but a cinematic about the origin stories of the characters

versed spear
#

I converted them to flipbooks and I don't think they look out of place πŸ˜›

cloud cobalt
#

Just read the marketplace license text. Rule of thumb though, you're fine.

dawn plover
#

hence some of my questions are related to their stories when they were developed, I wouldn't be surprised if they offer the assets, but mind of someone making a ridiculous story about them

versed spear
#

I don't think they would mind as long as you don't copy write their story.

loud knoll
#

well I can see what line it is crashing on in the APEX code with the symbols on, going to update my drivers and see if that fixes it.

wise stone
#

set my materials to low and UE froze? common that it does that?

grim ore
#

so has anyone else played with the new DataPrep import system for Datasmith in .24? It's.... really sexy

#

@wise stone chances are it is recompiling all of the shaders to low now so yes

wise stone
#

ah okay

dawn plover
#

ok so imagine a cinematic with paragon assets and a story entirely written by the project team, which parts of the end result (the short movie) are copyright owned by us and which parts by epic? let's go crazy ... suppose the result is pretty awesome and we decide to submit it to short movie and animated film festivals, they always need filled in release forms ... then the copyright parts become very important

pearl sonnet
#

this virtual studio stuff is cool

#

been thinking about the need for this

dawn plover
#

also I have my epic launcher open and clicked on the help button, where exactly is the EULA? lool

cloud cobalt
#

@dawn plover If you're asking about story specifically, then all of that is owned by whoever wrote it, or the company they worked for at the time if any.

#

In this case Epic does absolutely own the Paragon story characters

thorny quarry
#

Is it just me, or is the Discord search not working for other people?

dawn plover
#

so i would need to contact them for the release forms, so festival know they are oke with the short movie using epic's assets?

pearl sonnet
#

it's just you, everyone knows people don't use search

dawn plover
#

bc that's what release forms are for πŸ˜‰

cloud cobalt
#

In the same way if a storytelling marketplace asset was sold with an example story, the story could be licensed to you for use in projects, but failing that, the author could probably sue you over copyright

#

Copyright is weird like that

dawn plover
#

yeah exactly

cloud cobalt
#

So yeah, do ask Epic about using their story specifically

#

They probably don't give a shit

dawn plover
#

we are probably going to write a new story, bc honestly, i dont even know if paragon has well developed lore, it was dead before i could dive into it, it's the character assets im most worried about

cloud cobalt
#

Honestly I would never touch anyone else's work

dawn plover
#

it's similar to using a logo or real human within a normal film, where one would need a release for and by both so there is proof that the copyright owner explicitly gave permission

#

hmmmm

#

I was excited about using paragon assets haha but it's decreasing very fast due to the lack of officially communicated clarity

#

anyway thanks, I guess we gonna brainstorm further lol

wise stone
#

any good 3d modeling/sculpting programs comp. with UE?

pearl sonnet
#

Stranger, then you're privileged, i can't do art so got nothing to work with

#

a world of primitive shapes has already been done (minecraft) boo

tulip pine
#

Nah, voxels are still cool

#

I'm making a voxel game

pearl sonnet
#

true, but it takes the art to make it into something πŸ˜›

cloud cobalt
#

@pearl sonnet I'm not an artist either, but that shouldn't stop you. Create cool gameplay, find an artist to work with, or find an art style that works with little art skills

pearl sonnet
#

i'm stuck to just tinkering with what can be done, i find it fun
who knows, maybe some interesting mechanics or concept sprouts from that but i don't mind πŸ˜›

tulip pine
#

Has anybody gotten the raytraced reflections working? No matter what I do I get screenspace reflections

cloud cobalt
#

Also art is learned

#

There's no magic

pearl sonnet
#

everyone knows that after being a programmer for long it's like a learning disability

#

(:

cloud cobalt
#

Artists just spend hundreds, thousands of hours practicing what they've learned

#

Like every other craft

pearl sonnet
#

yea

#

i'm cant pick it up any more as easily

wise stone
#

@grim ore think it was you who told me about removing the gun. I did remove the "vr gun" tab but now I cant move the camera

pearl sonnet
#

closest thing to art that will come out of me is a fractal because hey, logical

#

XD

grim ore
#

@tulip pine they work fine when I test them yes, is your engine settings correct and your card supported?

tulip pine
#

How do I know if my card supports it?

#

It is old so chances are it actually doesn't

cloud cobalt
#

Is it a RTX 10xx or 20xx ?

tulip pine
#

I just thought that any card could, some with worse performance than others

grim ore
#

@wise stone if you just removed the VR Gun mesh component you probably need to compile and fix the blueprint so it doesnt reference it anymore

cloud cobalt
#

Nah

tulip pine
#

What was the program called, something related to DirectX I believe, that showed stuff like CPU, GPU and RAM?

grim ore
#

dxinfo ?

tulip pine
#

so I thought but that doesn't seem to exist on my PC

grim ore
#

if you are using windows 10 you can just open the task manager and go to the 2nd tab and see what it shows

pearl sonnet
#

lol havent heard of dxinfo in 15 years

grim ore
#

oh yeah its dxdiag now

cloud cobalt
#

Is it a RTX GPU ?

#

Is it a 10XX or 20XX ?

tulip pine
#

Ah yeah, GTX 770, might just be awfully outdated

cloud cobalt
#

If not, then it doesn't support it

#

Simple as that

grim ore
#

770 is not supported for DXR yep

tulip pine
#

Well that sucks

cloud cobalt
#

It would also be nowhere near powerful enough for even 1fps

dark depot
#

1fpm maybe

tulip pine
#

I love how when I had the raytracing "enabled" and UE4 open, the font on Discord would continuously alternate between blurry and clear

#

Ah well, that likely explains why UE4 was crashing every other minute, too πŸ˜›

lofty wave
#

So I'm using the node "Was recently rendered" for a mechanic however it somes that the "render" goes trough walls, so if I am behind a wall and look in the direction of the actor it is still being "rendered" even though it is technically not rendered

Am I missing something?

plush yew
#

So with default keybinds, when you press ctrl-shift-L to rotate secodary light with the new sky.. and then you press mouse button, it adds point light πŸ˜›

#

also anyone know is there a way to set values on those lights instead of guessing with mouse?

lofty wave
#

@plush yew click on the value then type in the value you want

pearl sonnet
#

@grim ore you were right a number of weeks ago, new templates are cool

lofty wave
#

New templates?

pearl sonnet
#

maybe not the correct word
the way you choose to start a project

lofty wave
#

Yeah that is a template but since when are there new ones?

pearl sonnet
#

there's some new stuff i havent seen or heard of before

#

ie. the virtual studio i'm reading about in release notes while it's downloading/installing

lofty wave
#

Can anybody please help me with my problem?

plush yew
#

@lofty wave umm, what value? the light itself? it doesnt change the rotation

lofty wave
#

@plush yew What kind of light are you using?

lofty wave
#

W A T E R M A R K S

pearl sonnet
#

lol ya

plush yew
#

@lofty wave 2 directional lights with the new sky atmosphere

#

But can i type those values somewhere?

lofty wave
#

If you want to rotate something go on the details of the object (your light) and you can type in values

plush yew
#

...

pearl sonnet
#

so when you move it around, it has a transform,
when you press a button get its transform and place a pointlight at given transform

#

is that what you mean

wise stone
#

anyone making first person games?

lofty wave
#

@wise stone Why?

wise stone
#

Need to remove the gun on the premade first person character but can' manage to

lofty wave
#

set the mesh to nothing

abstract relic
#

Just ask your question. There’s 30k members in here

pearl sonnet
#

he's working on a 1st person walk around and look at things

eager anvil
#

hi everyone!

wise stone
#

lmao @pearl sonnet yes I am

pearl sonnet
#

haha

lofty wave
#

You cant remove the gun itself as far as i know but you can set the mesh to nothing and remove the shooting mechanic @wise stone

wise stone
#

Shooting mechanic is off, same as crosshair. do i change mesh2 to mesh0`?

plush yew
#

Would it be worth it to make my own textures as a beginner or should i use the default one or the the ones in the unreal engine store?

abstract relic
#

You can just delete it

lofty wave
#

Click on the gun then on the left at the detail panel set the mesh to nothing

eager anvil
#

it helped me alot

abstract relic
#

Remember to delete the shooting logic too

wise stone
#

Did it, thanks

#

looks off with a hand tho

lofty wave
#

@abstract relic Can you just delete the gun? I thought the FirstpersonActor was a child-actor

pearl sonnet
#

could you go with the 3rd person template and move the camera πŸ˜„

abstract relic
#

Yes

#

It’s just a mesh

wise stone
#

daamn it. the gun floats under me

abstract relic
#

Nothing that spooky or magical about it 😜

pearl sonnet
#

floating guns are pretty spooky to me bud

plush yew
#

ooh, i had to restart the editor to make those lights to update

pearl sonnet
#

john wayne came to spook us

plush yew
#

its just weird that it doesnt rotate the light actor itself

wise stone
#

@abstract relic will the gun still be shown in the "full" version?

abstract relic
#

You deleted from existence

pearl sonnet
#

thats an accurate assesment

fervent sigil
#

OMG break hit result is finally collapsible. I thought I'd never see the day

pearl sonnet
#

lmao

worldly dust
#

has anyone ever gotten the LS-0013 error for ue4 4.23.1? I literally woke up this morning to this specific version not running anymore, everything online is to try and fix paragon and fortnite, running as admin does nothing to fix, verify does nothing to fix

pearl sonnet
#

no, it's been kind to me

worldly dust
#

you click the error, and epic has documentation for LS-0014 and 18 but no 13 πŸ˜„

#

at the very least, can I get some F's for all my learning projects?

twilit hill
#

are the volumetric clouds shown in the demo already in 4.24?

eager anvil
#

i dont think so, im not too sure

lofty wave
#

Guys please help me out my actor is based on a "Is being looked at?"-principle and for that I am using the "Was recently rendered"-node however every few seconds the actor counts as "is not being viewed" for a split second even though I am looking at it

serene birch
#

pretty sure 4.24 was first the cloudless sky and they said the clouds would come on a later version

pearl sonnet
#

well poo, that didnt work

lofty wave
#

Guys please help me

loud knoll
#

4.24 will need a few point releases

lofty wave
#

Thanks for ignoring me...

pearl sonnet
#

lol i just tried to search for everything you said trying to figure out what your question is

lofty wave
#

And didnt find anything, right?

pearl sonnet
#

'No Results'
i guess you're more stealthy than i am

lofty wave
#

xD

pearl sonnet
#

lol

worn granite
#

no worries, anytime mate

twilit hill
#

i dont get the "sunsky" plugin .. why doesnt the skylight work and why is the direct light set to 75000 lux

pearl sonnet
#

the only approach to that i've used was a linetrace*

lofty wave
#

To who did you just reply @pearl sonnet ?

rotund scroll
#

anyone got the bug submission link somewhere?

loud knoll
#

Epic's pattern is to shove as much in before the xmas break which is cool they got a ton of stuff in the engine but like the last few years it will be Feb 2020 before the engine gets solid again

pearl sonnet
#

that was for you SlenLen:

lofty wave
#

Oh

twilit hill
#

i see that, thats pretty much useless at least for me in its current state

rotund scroll
#

nm got it

twilit hill
#

demo trailer was a lie kappa

#

back to truesky, rip performance

lofty wave
#

But I want to have a boolean that says if the actor is being watched at all not if it is in a line before the player

#

@pearl sonnet

dim oriole
#

Any videos about fur and hair system in this patch?

loud knoll
#

@dim oriole I didn't see any but a few screen shots

lofty wave
#

One thing I just noticed is that it only happens it in fullscreen mode

pearl sonnet
#

you can do multiple traces but i can see how that is not a very nice option :P
and just flip a bool once it was hit

loud knoll
#

I already uninstalled 4.24 for now

pearl sonnet
#

it is however the only one i've seen

#

ctrl+f rayleigh

worldly dust
#

whats wrong with 4.24?

maiden swift
#

@pearl sonnet Sorry for the trouble. Unfortunately Discord's search is still recovering from an outage that happened over the weekend. A fix is on the way, no ETA.

pearl sonnet
#

yea dude, i followed the google issue and discord status
it's a bit wonky still

maiden swift
#

Indeed. Don't know if any servers have recovered, but I haven't seen any personally.

abstract relic
#

I think it’s disabled across the board

pearl sonnet
#

you guys are doing good stuff
read the blog every now and then too

twilit hill
#

also weird that only discord was affected alex

pearl sonnet
#

Flam is a buddy of mine but havent seen him in a while

#

cat needs to stop drinking my coffee wth

plush yew
#

@twilit hill what issues are you having with the skylight? i got mine working by hitting recapture every time i made changes. also seems to work as stationary with day/night setup

#

rotations are super weird

pearl sonnet
#

@_@

twilit hill
#

it doesnt work at all here, only the directional light (subobject of sunsky) emitts light

#

basically after importing sunsky and without changing anything, my scene looks like i would stare into the sun from the surface of the moon, black and white

#

a weird out of the box experience if i might say so

plush yew
#

oh, so sunsky is a plugin or..? I used the default skylight

twilit hill
#

is this raytrace-only or something i missed?

plush yew
#

or bp

twilit hill
#

yeah, i imported sunsky to fiddle around with that as shown in their recent sunsky video (not even a hour old)

plush yew
#

ah, i see. well the default one seems to work

twilit hill
plush yew
#

ill check that out

twilit hill
#

i opened a pretty-much default scene with some basic landscape stuff from 4.23, deleted all light and sky stuff and added sunsky - well that doesnt work πŸ˜„

#

option-wise it was pretty much default from 4.23 i mean

plush yew
#

same for me

twilit hill
#

imma quickly try a new project

autumn trout
#

HOW swap between CHARACTERS

#

?

twilit hill
#

easy, learn how to swap between characters

kindred viper
#

I think he was asking for help

autumn trout
#

HOW?

plush yew
#

also 2 dynamic directional lights for day/night cycle seems to be a bit too hard hit for performance πŸ˜„

rich rose
#

Not related to what you guys ^ are talking about but: If I were to start a new project. Would it be wise to stick to 4.23 due to its stability? Or since 4.24 is out, I might as well get into it and enjoy the new features as issues arising are unlikely [or quickly fixed]?

kindred viper
#

it shouldn't be really. It's often how you counter not having global illumination setup with a bounce @plush yew

twilit hill
autumn trout
#

?

plush yew
#

seems a bit bright πŸ˜„

kindred viper
#

@rich rose if you are starting now. Start with 4.24

rich rose
#

@kindred viper this might be a silly question but im assuming its stable enough right?

kindred viper
#

yes its released.

serene birch
#

the new sunsky

kindred viper
#

technically, I like to wait for the first patch on a release version, but it will be here in a week or less

serene birch
#

has pretty realistic defaut lux settings

#

you need to configure the camera exposure range in your project settings to be "extended"

plush yew
#

@kindred viper Do you have anything to read about that topic? Im fairly new to that

serene birch
#

then it'll work out of the box

rich rose
#

Ah ok great. Then i'll do some research + learning + organising before that patch is released. Thanks for the tip @kindred viper

scenic snow
abstract relic
#

Do you have multiple mess in that scene

#

Looks like z fighting

scenic snow
#

no its just one landscape

kindred viper
#

with multiple materials zfighting

#

?

#

or layers at least

scenic snow
#

im not sure

wise stone
#

when I create a game hud do I create it in construction script?

scenic snow
#

you get a widget

wise stone
#

Thank you

scenic snow
#

np πŸ™‚

wise stone
#

seems more complex than removing the gun

scenic snow
#

yeah

sonic gust
scenic snow
#

ahhh windows defender

pearl sonnet
#

hate windows defender and win10 not respecting my gpedit policy to perma disable that shiz

frozen pond
#

hi, so i got struct of ints, and i want to set dynamicly one of it members, i only see set memberS of struct, i want instead set one picked member

sonic gust
#

still is it real of a false positive?

somber steeple
#

I'm open to alternatives as well.

dreamy lake
#

Anyone tried the Shape Drawing on landscapes yet ? - It says im supposed to hit space to place new points, but - all it does is switching between the gizmo types :/

severe smelt
#

hmmm... getting some annoying behavior in 4.23 (source and vanilla). When I try to delete a physic body from my skeletal mesh, in editor, the engine crash. tried with any character in two projects... same behavior. Don't remember that this was happening before today. any guess?

normal burrow
#

@scenic snow thats definitely something up with the depth buffer/z fighting. poke the eyeballs in the outliner of landscapes and such. you must have two there or something

scenic snow
#

I turned anti aliasing off and it doesnt appear in the finished game, just the viewport

#

so ill work on it

wise stone
#

need help, I accedently deleted my starter character. how do I get him back?

warped tangle
#

you deleted the entire BP? or an instance of it from the world?

wise stone
#

the bp, wanted to remove the arms and I could not get them back so I deleted it in hope of being able to remake it

warped tangle
#

then it's basically gone

#

You'd be far better off just making a new BP based on character class, that has none of the FPS template extras in it

grim ore
#

You can make a new first person project, migrate over the blueprint again, and it will come back (this is the "cleaner" way) or you can import the first person feature pack to add it back in

wise stone
#

can I still keep like my hud bps?

#

if I creat a new project

worldly dust
#

Welp, I know none of you have the bad karma I do, so go ahead and ignore this post, but if you ever do run into the LS-0013 error, its because the latest windows defender update forces the UE to be disabled in the firewall, and you need to force it in the advanced options and then re verify. so, I guess I learned the hard way..

what do you guys use for pc security? apparently the latest windows defender definition update effects 4.23.1 (for me), what do you use instead?

warped tangle
#

What Mathhew is saying is to create a new FPS project, and migrate the character BP to your project

#

not to start the whole project over again

grim ore
#

@worldly dust I use windows defender lol

wise stone
#

Failed to import 'D:/Alla spel/UE_4.24/FeaturePacks/FP_FirstPerson.upack'. Failed to create asset '/Game/FP_FirstPerson'.
Please see Output Log for details.

#

this comes up

worldly dust
#

did you grab the latest defender update last night without issues?

grim ore
#

@wise stone you would basically create a new first person project, migrate out the first person character that is missing from your 1st project into that 1st project, then go back into the first project and it should be back.

#

@worldly dust I doubt it? I have it all on auto

worldly dust
#

I'm new to UE4, I was learning how the multiplayer system works, I was opening ue4 in the command prompt, by: "EDITOR_PATH" "PROJECT PATH" /Game/THE_MAP_TO_LOAD -server -log

#

then "EDITOR_PATH" "PROJECT PATH" LOCAL_IP -game -log

#

after doing that, giving ue4 new network permissions, and updating defender, thats what happened, is that the safe way to launch ue from cmd prompt?

grim ore
#

sounds right

#

you can also just test directly in the editor

worldly dust
#

how do you launch the dedicated server from the editor? is there a doc page for that?

wise stone
#

@grim ore Do I copy refrence or how do I do?

kindred viper
#

goto Project Settings and search "Multiplayer" and it will show you all the MP options.

worldly dust
#

awesome, thank you guys for your replies, I will play around with that, the guides I was reading was just for cmd prompt

kindred viper
#

dont forget to check the "Single Process" off if you want to test properly otherwise it will spawn multiple windows in an instance which can cause errors

#

make sure the editor runs as client and you are good to go

worldly dust
#

isin't that what you want? multiple windows per player?

kindred viper
#

yeah but in their own instances. If they are combined, some errors can occur. For most things you can ignore that, but if you were streaming levels, it can cause problems

worldly dust
#

good to know, thank you for the heads up, as learning how level streaming works is on my todo list

kindred viper
#

good luck. It's easy to get going and fun πŸ™‚

grim ore
#

@worldly dust there is a check box for dedicated as well in that drop down next to play

worldly dust
#

oh wow thank you! all of you! that literally takes away the need for cmd prompt, I think I was following a bad tutorial lol

grim ore
#

nah

worldly dust
#

not bad, just old, 4.16 lol

grim ore
#

its not perfect and the other way, or doing it in packaged is "best" but its good enough for testing

worldly dust
#

by other way, do you mean the way within the editor?

kindred viper
#

yeah I tend to go the .bat route for dedicated servers. Although a quick test here and there isn't a bad thing

grim ore
#

yes, sorry lol. the PIE way is not "perfect" as its still running it uncooked in the editor so you have overhead and such

kindred viper
#

the streaming lag from loading new streaming levels in PIE is horrid for hitching.

grim ore
#

running the .uproject in game or server mode is probably next best then packaged and dedicated builds would be real

severe smelt
grim ore
#

😦

worldly dust
#

still sounds like it's worth it to go through the packaging hassle to do proper testing, thank you for the info

grim ore
#

yep you would always test the real way at some point πŸ™‚

#

I would definitely just use the PIE for testing in editor and iteration time tho, don't let it stop you from doing that

plush yew
#

What's the status of Chaos destruction?

cloud cobalt
#

Early access

grim ore
#

would you say the status is.... in Chaos?

wise stone
#

what action adds running?

sharp crest
#

(For calling a Blueprint Interface Function)

raw whale
#

should I be using vs 19 or vs 17 currently for unreal engine, I have read that it mainly supports 17 but also works with 19?

grim ore
#

whichever works for your personal environment. both will work, 19 should technically have better intellisense support and longer lifetime support as it's newer.

molten path
raw whale
#

ok thankyou

grim ore
#

I beleive it should be r.setres

molten path
#

alright ill try it thanks

grim ore
#

you might also want to look into the Game User Settings at some point if doing settings as it can all be handled by engine functions and it uses the .ini files to save/load settings.

molten path
#

wait really?

#

that's pretty cool

#

didnt know that

grim ore
#

yep they added it a few versions ago. It's integrated into the existing settings so it can handle stuff like trying to find optimal settings and using scalability presets like you see in the engine

#

I still don't think there are docs on it tho lol

maiden swift
#

I saw in 4.24 there's a new Game Maps and Modes Settings getter, but it doesn't seem to get anything. 😦

grim ore
#

well I found one node that works with it but its weird. "set skip assigning gamepad to player 1" lol

molten path
#

@grim ore just realised i'm literally using your own video to understand game user settings

#

LMAO

grim ore
#

πŸ˜‰

#

I went looking for the docs first to link them but they seem to still be missing

molten path
#

they are on the wiki at least

safe rose
#

this new flat ui...kinda sucks

#

throws me off over in content browser also, with no division

grim ore
#

It's weird and it's only going to get weirder lol

#

I dont know if I like the content and collections split they have now

plush yew
#

Last night I was looking at my bloated animBP wondering how I was going to optimize a BP that held animation sets for several different weapons and today I woke up to animation blueprint blending being a new feature

dreamy lake
#

Oh shit

#

I need to try that out

#

completely forgot about the animation blending feature

plush yew
#

Yeah I need to look at what Inertial blending is too since it seems like something I could use but I'm not exactly sure what it is or how to implement it

dreamy lake
#

I've mostly been trying to figure the new landscape tools out.

grim ore
#

the docs for Inertial Blending are done and up on the docs pages and helped me figure it out, it works pretty well. There is also a content example πŸ˜‰ @plush yew

plush yew
#

Looking at animation inertialization it looks pretty self explanatory. But I see here that they use blend spaces for jump loops. Is that better than using montages for the loops?

#

Thanks @grim ore I think I've got a better grasp on it now. Should I be expecting new videos in my youtube inbox too?

grim ore
#

I tried it out just changing the TPP character and it worked fine, no blendspaces or montages for jumping

#

lol I was planning on doing videos but I want to try and find some longer clips I can cut down to show the advantage of Inertial Blending first

#

the TPP ones are short enough as is

ruby folio
#

OK. In the new 4.24 day and night start map. How in the world are you able to control the light rotation with ctrl+L+mouse?
I cannot see how its implemented at all

worldly dust
#

out of sheer curiosity, wtf is the purpose of skookum script, and why did epic buy it? it appears they have at least 2 people employed today doing something with it

ruby folio
manic pawn
#

skookum script is dead

#

they hired them to work on something else

pearl sonnet
#

good stuff

manic pawn
#

no one knows exactly what though

#

it might be the enterprise python stuff

pearl sonnet
#

not the topic
the new release

#

lol

manic pawn
#

still have to read the 4.24 release notes novel

granite cedar
#

anybody know if UE mobile builds still hugeness?

pearl sonnet
#

it builds epicness

#

copied url from wrong tab lol

molten path
#

@grim ore thanks to you I made a super clean user interface

#

C:

pearl sonnet
#

love his videos

molten path
#

I can finally rest easy tomorrow lmfao

grim ore
#

@molten path yay!

#

And man I just saw the news on the Oculus quest getting hand tracking this week... I so hope they update the ue4 sdk with that soon

halcyon flame
#

has anyone ever had an issue with being unable to check out a file from Perforce, even though source control is working properly?

pearl sonnet
#

i just wish i could justify the cost of those toys to my wife lol
the idea of VR is wild

#

not just for games but interactive spatial experiences as a much bigger thing
going to the virtual 3d movies and what not

#

hell, even participate in them

jolly cairn
#

Recreating Diablo 1 on revers base on assembler code and how its look by ~1 person...

pearl sonnet
#

lol, software was much less complex and jumpy back then compared to the garbage we produce now

#

i mean, OOP fine
but the higher up the HLL tree we climb the crazier it gets

#

good luck reversing that πŸ˜„

worldly dust
#

That's the hopeful side of VR, the sad reality of VR IMHO is things like hololens 2, where a few of the MS devs who worked on hololens 1 were coming out saying they don't approve of MS using their groundwork to create the military combat technology of hololens 2, MS is literally putting blood on the hands of people who entered what they thought was just a harmless software development career

pearl sonnet
#

well thats the other side of the coin in anything business
it's a sad world if we're honest

worldly dust
#

agreed indeed

#

thats why i likes me some vidjama james instead πŸ˜‰

#

your not gonna take any game AI I ever make and implement it into war robots lol (i hope)

pearl sonnet
#

i think it's more clear than ever how divided wealth and knowledge are and these gaps are increasing exponentially
all we can do is hope that law makes an effort to try and catch up and that the fastest climbers don't have too ill of intentions πŸ˜›

jolly cairn
#

@pearl sonnet I think today computer is almost add like toy to chocolate. But selling need be on. 100hZ monitor you can not see different and MPX you can not see. Everything have so good level. What is missing is this good product for 10 year.

#

Do we use something in computer by 10 year?

#

But funny about music devices car and some freezer its quite possible.

pearl sonnet
#

the strength is that potentially nasty practises hide behind clever "good" products that the masses want

jolly cairn
#

We speak abaout MAC?

pearl sonnet
#

there is a chance that 10 years from now we control our mouse with our brainwaves or influence other things
but the question is always, what of that data is captured for other means πŸ˜›

#

capturing emotional responses, behavioural patterns, etc

jolly cairn
#

@pearl sonnet Yes this is the point and this is really progress

#

@pearl sonnet Or better advance brain connection to create software. AI its allredy used in programing.

#

This is what i fell when i see peoples do think like diablo its i out of competition.

#

Back to work

#

sory

#

I get stresssss.

pearl sonnet
#

no worries :P
just keep it cool, keep it fun for yourself

#

whatever will be, will be

unkempt delta
#

okay im confused

#

so im trying to use the film stuff

#

but it wont let me load the project because its missing the blackmagicmedia plugin

#

which is for 4.23.0

jolly cairn
#

so use 4.23?

unkempt delta
#

but i'm trying to use the new project settings for 4.24.0

#

as well as the new hair grooming features

jolly cairn
#

that will be upgrade find author site and ask

unkempt delta
#

i was able to get an update for ajamedia

#

but not for this

jolly cairn
#

I install windows to use rtx πŸ™‚

#

I think its possible to make its work

unkempt delta
#

I GOT IT

#

went to github

jolly cairn
#

by pushing but will be upgraded

pearl sonnet
#

lucky

#

1.30 AM how did that happen

#

good night guys, happy tinkering πŸ™‚

vague sable
#

new update hype 🀀

pearl sonnet
#

lol totally

unkempt delta
#

i INSTALLED THE UPDATES

#

FOR 4.24

pearl sonnet
#

the one release i see on his github is for 4.23
the codebase has not been updated in months

#

last month*

unkempt delta
#

so i can't use the film project presets

pearl sonnet
#

i suppose it does claim to have been updated for 4.24

unkempt delta
#

unbelievable

abstract relic
#

On a random and unhelpful note. You have a delicious name

unkempt delta
#

thank you

pearl sonnet
#

you might be able to get away with using that version and a rebuild could work

unkempt delta
#

the old versions?

#

i tried a rebuild and they failed

#

ill try again

pearl sonnet
#

in /Saved/Logs/ you can check the build log

unkempt delta
#

it wont work

pearl sonnet
#

there might be a template that has ajamedia

#

the virtual production one

#

funny enough when you create that project it will notify you that you need it

#

i guess they were done for the preview
just give them some time

vague sable
#

yep a day or two

#

good lesson to learn don't update on day 1 of new release with a real project πŸ‘Ό

ruby folio
#

Version Control!

vague sable
#

doing a test for science to see how small a packaged blank project is in 4.24 🧐

#

199 MB

#

seems bizarre still that a blank default project would be so huge

#

no starter assets, low quality set

hoary silo
past pilot
#

did anyone QA 4.24? New project and i cant even let it idle for more than 10 mins without it just vanishing. If i change any settings, clicking anything after causes the editor to vanish lol.

maiden swift
#

@past pilot I recommend submitting a bug report.

#

Depends on what the something is.

#

It looks like you're adding a pause screen to the viewport, correct?

#

OK. So are you pausing the game when the mouse isn't in the viewport?

#

OK, then I assume you're running this PauseOutOfBounds function on Event Tick?

#

Is this a strategy game or something similar where you can move the mouse cursor around the screen independent of the game action?

#

Alright, then you're handling mouse input somewhere, either in a player controller or pawn, correct?

#

Ah, I see. Did you set up the input bindings that make the mouse work? In Project Settings β†’ Input?

#

That looks like a player controller, judging by the asset icon.

#

Do you have that set up as the player controller in your game mode or something?

#

No worries. Can I see the graph for that Mouse class? That's your player controller, so your mouse input is probably handled in there.

#

Oh OK. Yeah that means it has an empty graph.

#

Since you said you're using that class to show the mouse cursor, I'm guessing you just set Show Mouse Cursor checked on in there, and that's pretty much it.

#

Gotcha. So... this one looks like you're trying to spawn an enemy at a specific time. Is that right?

#

Is it purely based on elapsed game time, or are there other conditions that can spawn this enemy?

#

Does each enemy only spawn once? Is this something like... enemy A spawns after 1 minute, B spawns after 2 minutes, etc. Something like that?

#

OK. Now... where is all this stuff ticking? in your player pawn or what?

#

OK. So you just place this actor in the world and it holds all this logic for you?

#

Alright, I see.

#

I think there's a few ways you could go about this, but one approach that I've taken is to handle each enemy's spawning behavior in the enemy's Blueprint class.

#

That's a unique approach. What's your motivation for handling all the game logic inside an actor placed in the world?

#

Ah ha, I see. That's how you ended up with a ton of stuff on Event Tick.

#

It's all kind of hanging out together in that one actor.

#

Oh OK, that's not terrible.

#

Tick is not universally bad.

#

It's just really easy to abuse it, that's all. πŸ™‚

#

No worries, I've been there. I think we've all abused tick, especially when we were new. πŸ˜„

#

It's so damn easy to use, and it's right there when you open a new Blueprint.

dark depot
#

i really wish they had it off by default but then if you plug something in it was like are you sure you want to use this it means this here are some other methods and linked the docs to a timer

maiden swift
#

Sounds like you're starting to take a healthier approach, though. The easiest way to move things off tick is one function at a time. Examine what it does and how often it needs to run, then find the alternative solution that offers better performance, and move on to the next.

#

Otherwise it gets too intimidating.

#

@dark depot Yeah I feel ya. They do have a pretty good justification for leaving it on by default, though: Blueprints are designed for ease of use first, optimal performance second.

#

There are a few ways, depending on what the condition is and how many times you want to trigger the event (once, once every x interval, etc.).

#

I will say that housing all of your game logic in one actor may be limiting your options.

#

For logic related to game rules, you could place it in your Game Mode class.

#

Which eliminates the need to place the actor in your level.

#

Then I would recommend moving more specific functionality to their respective classes. For example, you could make enemy spawners that wait x seconds, then spawn a specified enemy class. Then you can place several of those spawners and choose a different class and spawn time for each one.

#

Sort of unrelated tip: If you don't already know, you can mark Blueprint variables as Instance Editable to make them customizable from the details panel. It's an easy way to make each instance of your actor unique, like different spawn times, different enemy types, etc.

#

That can be tricky! Do what you can to break it down into smaller tasks.

#

That's how I feel when I go back and try to refactor a game I made 3 years ago and think "Wtf did I do?!" πŸ˜‚

#

So if it's practical for your game, I recommend looking into creating an enemy spawner Blueprint class, a generic one. You can set up very simple spawning logic there, and then have customizable variables for the class and wait time to spawn.

#

Sure.

vale silo
dark depot
#

oh nice i have just started renaming armature it would be nice to have one less step

kindred viper
#

I have to go edit a mesh in blender and im putting it off. too much to do. not my forte yadayada

blissful trail
#

is there a way to select a few box brushes and convert them into a static mesh ?

urban meadow
#

oh my lord, 4.24 is 65gb

blissful trail
#

wait rly ?

urban meadow
#

uninstalling 3 versions to fit it lol

blissful trail
#

omg

#

so my unreal engine crashed and my project is now empty

#

like i have the folders but nothing in them

#

i legit just lost everything

swift spindle
#

did you just add a pile of assets without saving ?

abstract relic
#

Can’t even recommend source control. Gotta at least save first 😜

#

Though that has happened to everyone at some point

blissful trail
#

no my unreal engine just crashed when i applied a material and i lost all assets

safe rose
#

Or just use Maya

blissful trail
#

so basically in the engine it has no content but if i goto the folder it has all the folders but theres nothing inthem

#

it happened when i applied the changes to a material and it crashed
(i have been saving every now and then)
i started working on this project about a year ago if anyone can help the would rly be nice

jovial pewter
#

hello can anyone help me with something

#

first i want u to know ive never used unreal befoer

blissful trail
#

what do u need help with ?

jovial pewter
#

do u know how to use houdini engine on unreal?

blissful trail
#

i dont think you can

jovial pewter
#

i have it but im having a problem with it

winter oxide
#

is there a support channel at all?

kindred viper
#

loads of em

exotic lion
#

I went to bed everything was fine. I woke up and tried to reopen a .24 project now I'm getting this

normal burrow
#

Yer quixels need maintenance

#

No idea if quixel bridge supports 4.24 but if it does @exotic lion it’s not installed to 4.24

exotic lion
#

But it's not set to .24. It's set to 23.

#

I haven't tried with 24 yet.

normal burrow
#

The project?

exotic lion
#

That's an error from trying to start a new project.

normal burrow
#

Yes but what is not set to .24?

#

The problem appears to be whatever engine version your using does not have quixel bridge installed to it

exotic lion
#

I'm looking through my quixels to see if I messed something up in my sleepy mind I had earlier.

pulsar badge
#

Does anyknow if im allowed to use Paragon in a game?

exotic lion
#

Oh okay, I see where I goofed. When I reinstalled Mixer I goofed on the engine version and it left the file in .24 plugins folder.

#

Troy unless they changed it recently you are allowed.

pulsar badge
#

Ok Thank you

exotic lion
#

When you go into one of them on the market place, it will say it in there somewhere.

pulsar badge
#

I cant find it

normal burrow
#

You just can’t switch engines Troy

pulsar badge
#

ya thats fine

normal burrow
#

That’s the gotcha on them between all other mp content

exotic lion
#

Pat ...Before I delete this python folder, is it safe to just delete it?

pulsar badge
#

@exotic lion I got that error too

#

Are u trying to install quixel?

#

lol

#

its a easy fix

#

You dont need to delete it

exotic lion
#

No, I have it on 23 but me in my infinate wisdom (and 5 cups of coffee) goofed on the reinstall.

pulsar badge
#

you need to close epic games all the way and UE4

#

reinstall the plugin to the plugin file

#

wait

#

and relunch everything

#

it will fix it

exotic lion
#

Reinstall via Quixel?

pulsar badge
#

yes

#

bridge

exotic lion
#

oooh

pulsar badge
#

go to settings plugins

#

and redo the plugin location to install

exotic lion
#

Bridge is only up to 23 so i don't know why I tried adding it to 24.

pulsar badge
#

ctrl alt delete and make sure epic games is closed if u click the x button it iwll not close all the way

#

lol

#

Do not open anything until bridge says it installed

#

again

#

wait before u click install relunch bridge

exotic lion
#

Thanks Troy, I'll try it now.

pulsar badge
#

works for every time

#

I reimaiged my computer because of that error i got so mad

#

I lost everything

#

Let me know if it worked πŸ˜‰

exotic lion
pulsar badge
#

ohhh your trying it for 24

#

that i have no clue i was trying to help you get rid of that error

#

We have the same time zone πŸ’―

normal burrow
#

Your both ahead one hour

pulsar badge
#

I live in United states

#

in Florida

#

east side

abstract relic
#

I don’t think .23 works anyways

pulsar badge
#

yes it does

#

I use it

normal burrow
#

Not for git

abstract relic
#

Had to ask a certain someone to do some hacky solution because it was using a buggy version of python

#

Or technically set to .23?

#

Kinda wiped it from my memory

normal burrow
#

The source code they provide with it is for some way old version of ue4

abstract relic
#

Ah

normal burrow
#

Binaries aren’t from the source they give you

#

So git engine/custom builds just don’t work

#

Shady stuff

abstract relic
exotic lion
#

Deleting the python plugin folder worked.

pulsar badge
#

hes ulgy

exotic lion
#

Which is funny since when fixing a mistake usually brings a bunch of new errors

jovial pewter
#

im using houdini plugin on unreal but when i import my hda file i dont see a parameters channel

#

i only see this

#

i need this

#

i need to sleep if u know how to fix it dm me or ping me

#

ill leave the file here to see if this happens to anyone else

humble ridge
#

@warped tangle if im getting the over budget warning could that be related to the texture down scaling?

warped tangle
#

yes

humble ridge
#

What causes the over budget

#

how do i go about fixing

#

sorry relatively new around here

warped tangle
#

if you are getting the warning in the viewport, you can r.streaming.poolsize xxxx to increase the texture streaming pool size

#

I think default is like....800mb?

humble ridge
#

How does it affect in game?

warped tangle
#

could try something like 1000 or 1500 and see if it goes away

#

if you use a ton of 4k textures and such you could be going over budget

humble ridge
#

Ok what are the limitations for that obviously i cant just keep increasing it

#

Yeah i have alot of 4k textures

warped tangle
#

limitations are your GPU's VRAM

humble ridge
#

Ok so i guess if i keep increasing i will eventually start seeing fps drops

#

Then i guess i'll know my limitation for quality?

#

For at least my card

#

Is that a correct assumption

warped tangle
#

the larger your pool size, the less VRAM there is for other GPU related stuffs

humble ridge
#

Alright awesome i'll do some more research and have a play

#

thanks mate!

native marsh
#

LOD question πŸ™‚

How UE4 measure the object to decide which LOD need to apply?
is it based on distance of object to camera?
OR how much area dedicated to the object on the screen?

warped tangle
#

size on screen

native marsh
#

is that % unit? like 0.07% of the screen?

#

and how the steps define for LOD0 to 4 for example?

warped tangle
#

there are LOD settings in the static/skel mesh editor

#

UE4 auto generates LOD distances, but you can overwrite

native marsh
#

i mean is, if let say we have 4 LODs and the object got only 10% of the screen size, how the engine decide if tool 10% of screen use LOD 4 / 20% use LOD 3 so on.. ?

#

i mean is the steps

steel patio
native marsh
#

@steel patio Thank you

unreal comet
#

So what all did UE 4.24 break today?

plush yew
#

Couldnt figure out the right channel but I have this issue where if I jump off a steep ledge while testing my level its kills of my character and inget this error. Anyone know what's up. I'm pretty new to unreal

pulsar badge
#

Go to world settings

#

And take a picture of that forgot what it’s called

#

Maybe fall out of fall off something need to see

#

@plush yew

lyric tusk
#

Does anybody know about virtual texture streaming and which channel can i find more information about it

cosmic veldt
#

guys anyone have an idea about the new Chaos::FCommandList class?

#

I'm having problems with my raycast vehicle in low frame rate hooking add force and torque to FCommandList helps although i am clueless about how to do it.

atomic hull
#

guys how do I distribute my custom compiled engine to designers and developers ?

normal burrow
#

@atomic hull google β€œinstalled build”

rustic imp
#

can you see the total bone count of a skeleton somewhere?

#

I know there's the skeleton tree, but is there just a sum number somewhere

atomic hull
#

@normal burrow @rustic imp thanks that helps a lot I am reading it

rich hornet
#

@plush yew i guess we dont need Graphene anymore

midnight tree
#

I don't understand, this new hair feature for render only not for creating hair crads

rustic imp
#

@rich hornet maybe that's a good thing since Unity actually acquired Graphine

rich hornet
#

hadn't noticed, that's cool

#

glad to see they got paid before their plugin died πŸ˜›

plush yew
#

big companies just tend to fuck all when they buy another company

#

kinda wonder what will happen to quixel now

#

why does set actor relative location act as set actor location? when i set actor relative location to 0,0,0 instead of the expected behaviour of not moving, it resets the world location?

cloud cobalt
#

Well, what is the actor attached to ?

#

If it's attached to the world directly, then relative and world are the same thing

plush yew
#

since its become free its userbase probably increased tenfold

#

if there was a company to get bought out off its epic

#

not like getting strangled by adobe

#

@cloud cobalt basically i'm lerping from current height to height + 100, is there any non-convoluted way of doing that?

cloud cobalt
#

Yeah, of course

#

Store the initial height, and the final desired height

#

Then use lerp between both values, on every tick

#

You can also use timelines

plush yew
#

ah, i was being stupid nvm

hasty smelt
#

Hey πŸ™‚ is this a good channel to ask a technical question?

sudden agate
#

depends on the question

hasty smelt
#

Having a packaging error that i cant make sense of and nothing on google

dim plover
#

There's #packaging. But this channel is fine too. Just post your question.

hasty smelt
#

what does "Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Editor target not found!" mean?

oblique tangle
#

Yo, could someone give me some advice/pointers on what I'd need to know to recreate a combat system similar to this, with combo punches, dodges and webbing as seen in the GIF? Any response is greatly appreciated, cheers! : )

thick herald
#

Could someone be so kind as to point me in the direction of example content for the new Landscape Layers? πŸ™‚

plush yew
#

πŸ€”

cloud cobalt
#

Well, if your project uses a plugin that's not available for 4.24, you probably need to wait to convert to 4.24

plush yew
#

its a new project

#

so i dont know why this is a thing

cloud cobalt
#

Well that's weird.

blissful trail
#

cos currently it doesnt

sudden agate
#

attach it

blissful trail
#

ty

dense gate
#

Anyone else get an error when compiling 4.24 from source with Chaos enabled?

merry oasis
#

Hey I am trying to attach a weapon I made to a model I made. Model is in unreal, animated and working. Weapon is imported to unreal and appears fine.

Do I import the weapon as static or skeletal mesh? Not animations required (possible particle effects)

I added a socket to my character through viewport of skeletal mesh. Imported weapon as static, set the weapon mesh to moveable. Right click weapon>attach to>character BP shows up, but theres no way to expand to see the socket?

spice scarab
#

After updating from 4.23 to 4.24 I've been getting this message in every level. Even in cinematic levels with almost nothing inside but the character and a video playing in front of him.

#

Even if I rebuild everything in my level the problem persists.

edgy moat
#

try moving the navmesh around?

#

Does it cover a large area?

spice scarab
#

No navmesh.

#

Still getting the message.

edgy moat
#

When did the message start popping up?

spice scarab
#

When I went from 4.23 to 4.24

edgy moat
#

Thats odd

spice scarab
#

Went from 4.20 to 4.23 to fix one bug only to find out 4.23 crashes packaged games in fullscreen mode, which was reported as a bug by many, and waited for 4.24 only to get this weird error I can't get rid of. πŸ˜„

#

Maybe I should try adding navmesh to each level even if they don't need it.

edgy moat
#

Maybe try adding a small navmesh into your scene to see if the error dissapears

#

yes

spice scarab
#

Yeah I shall try that out.... in a minute. Went and opened one of my levels with an actual navmesh and AI to see how they are doing but "compiling shaders" happened so. "To be continued..." x)

edgy moat
#

Oh ok, hope everything goes according to plan πŸ’―

noble barn
#

Does anyone know what exactly that new Sparse Class Data in UE4.24 is or does?

#

It sounds interesting but I can't see what it is and how I would implement that

#
The Sparse Class Data feature reduces the footprint of actor instances by converting unchanging variables into shared, class-wide constants. This can lead to significant savings if a commonly-occurring actor class has properties that native and Blueprint code don't change after construction, and that doesn't vary between instances. In addition, this process has minimal impact on code; after replacing the appropriate properties with shared values, developers working in native code will only need to replace direct references to the old properties with calls to their new getter functions, while developers working in Blueprint will be entirely unaffected. Even the current values of the properties will be preserved by the conversion process. This feature has its greatest impact when developers use it on actors that appear in large numbers, and contain several properties that can be converted to shared constants.
wary wave
#

feature not class

noble barn
#

yeah figured that

#

but where is that "feature", in what shape or form

wary wave
#

it seems like it's something like a UPROPERTY specifier

#

for the most part, you don't need to do anything at all

noble barn
#

is it supposed to cut memory footprint?

wary wave
#

that's an effect it will have, yes

noble barn
#

yeah, it indeed is a UPROPERTY

lapis vine
#

Sounds nothing new. But guess the UHT integration is what is new.

noble barn
#
    // Some properties are stored once per class in a sidecar structure and not on instances of the class
    SparseClassDataType,
#

don't understand what they mean with "will only need to replace direct references to the old properties with calls to their new getter functions", but I guess I'll just try to add that property and see what happens

lapis vine
#

Its just shared storage. So ofc you need to use some function to access it, direct this references will make it redundant.

noble barn
#

yeah that's what I don't understand though. Maybe just being stupid rn.

#

How would a UPROPERTY tag make my variable inaccessible? do they actually parse it out and add some getter into the .generated.h file?

#

well.. I'll see

#

ah I think I got it now. You have to outsource those into a special struct and provide that struct in the meta specifier

spice scarab
#

@edgy moat Yea the problem seems to disappear if I just have navmesh on my level. Thanks for taking part in the pondering! : )

#

With 4.24 came another problem as well: My landscapes don't return physical material footstep information anymore and walking on any landscape is silent. But I just found this so I haven't even been looking much into it yet. Just thought if this is a common problem with the 4.24 or not.

#

My friends have the same as well. Their landscapes don't give footsteps anymore in 4.24.

edgy moat
#

Trying setting the landscapes max lod level to 0 or 1

#

Just click on the landscape and search β€œlod” then it will show. The default is set to -1. Try make it 0 or 1

pearl sonnet
#

whats new

#

askin introverts whats new
kernel panic

cloud cobalt
pearl sonnet
#

i was poking for ontopic news

#

πŸ˜›

ornate ice
#

Hey Good morning

#

has anyone tried to make a Push/Pull System in 3D space?

#

like pushing or pulling a block

#

I'm having some mindfuck with the physics

#

cause I've explored moving the object by attaching it to my player and moving in one direction with him at a different speed

#

and stopping movement with a tracer for collision detection

#

that seems to work on a flat surface

#

but for example if I try to drop the cube from a ledge

#

and "simulate physics"

#

the object will teleport to its original position

edgy moat
ornate ice
#

more like this

#

but when you try to drop that cube from a ledge

#

using that approach

#

it will fly away into space

#

lol

edgy moat
#

have you done the tutorial

ornate ice
#

indeed

#

and done a lot of reading in forums

edgy moat
#

so your problem is when the object goes past a ledge its physics are broken

ornate ice
#

but there is little info

#

right

edgy moat
#

and is its physics on?

#

simulate physics?

ornate ice
#

yes

edgy moat
#

what is its mass

#

try increasing it to something very large

pearl sonnet
#

πŸ†

edgy moat
#

and set its linear dampening and angular dampening to something very large also

pearl sonnet
#

darth vader is happily married

edgy moat
#

did it work

cloud cobalt
#

@pearl sonnet Can you please keep off-topic stuff to #lounge ?

pearl sonnet
#

chill out, chat is slow

#

if you want to be a moderator consider that fun is an important element

cloud cobalt
#

No, I don't want to be a moderator, I'm asking nicely to keep off-topic where it's supposed to be πŸ˜‰

grave nebula
#

πŸ”¨

ornate ice
#

@edgy moat wait I believe I got it working differently

edgy moat
#

what do you mean

ornate ice
#

by moving it while physics on with se actor location

#

its working the edge fall

edgy moat
#

oh ok cool πŸ’―

blazing owl
#

Hi, now that 4.24 is out, is quixel bridge and other quixel applications free for unreal use?

obsidian nimbus
#

yup

blazing owl
#

Great! I will download them now

#

why is malwarebytes being triggered by the download links to both mixer and bridge? is this definitely false positive?

pearl sonnet
#

yea

#

file is signed

#

doubt they'll ship out virus to a million users

wise stone
#

so many assets and textures not compatable with 4.24

pearl sonnet
#

even textures?

#

that's cool

edgy moat
#

Δ°s there anyway to subdivide a landscape? so that tesselation can be used.

cloud cobalt
#

@wise stone It's been less than a day, so it makes sense most assets haven't been updated.

#

In most case, assets (textures or materials in particular) should update perfectly fine anyway

#

Blueprint have the most risk