#ue4-general

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left ridge
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hidden in game is not checked - there's 100s of them that just suddenly went missing
I went to the main level where this is used as a streaming level and they were suddenly invisible - opened this level again on it's own and they're gone

rich rose
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If particular assets don't allow to be added to 4.24. Is there any idk risk or drawback of just adding them to 4.23 and then migrating them to 4.24 ?

plush yew
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how would i make an enemy with AI spawn and slowly rise out of the ground? do i need to temporarily disable, gravity, collision and behaviour tree or is there a better way?

copper flicker
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this also doesn't work

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but ideally.. it would be great to read from a folder, and make the array at run time

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only I don't understand how to work with these soft refs

thick herald
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Reading from a folder may require you to do some funky stuff with C++ to expose what you need to BP. There was a free marketplace pack that did allow this, but it is no longer updated. MJ's something or other.

cloud cobalt
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"reading from a folder" in UE4 is using the Asset Manager

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You would typically use that to discover content dynamically

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You can then proceed to load objects

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You will also need to ensure the assets are properly packaged

thick herald
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One of many aspects of UE I'm not familiar with, is Asset Manager. Are the official docs useful to a layman, or are there any good learning resources on that?

river fox
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Hi. I am trying to create a new C++ project, but I get this:

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The project could not be compiled. Would you like to open it in Visual Studio?

Running M:/Epic Games/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="M:/CMP/Test/Test.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for TestEditor (no existing makefile)
@progress push 5%
Parsing headers for TestEditor
  Running UnrealHeaderTool "M:\CMP\Test\Test.uproject" "M:\CMP\Test\Intermediate\Build\Win64\TestEditor\Development\TestEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for TestEditor in 6.4357572 seconds
@progress pop
Using Visual Studio 2019 14.23.28105 toolchain (M:\Visual Studio 2019\VC\Tools\MSVC\14.23.28105) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ERROR: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
          at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
          at UnrealBuildTool.XGE.ExecuteTaskFile(String TaskFilePath, DataReceivedEventHandler OutputEventHandler, Int32 ActionCount) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\XGE.cs:line 493

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I never had that problem and I did not touch the unreal or visual studio installation

thick herald
cloud cobalt
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@thick herald We used it extensively in Helium Rain so you can check the code, even though I've made this stuff massively simpler and shorter in my new project that I haven't published yet

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But it's rather simple to use

thick herald
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It's something I've been meaning to research but lacked a basis on which to start looking

cloud cobalt
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What I do with the asset manager is rather simple - I just ask the engine to get me a list of every instance from a class

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That's basically 5 lines of C++

thick herald
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I'm not a C++ guy, been over 20 years since I last coded ๐Ÿ˜„

copper flicker
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@cloud cobalt thx, I'll take a look

cloud cobalt
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I think it's also available in BP

thick herald
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some of it at least. I know I need to learn how to expose some things to BP that I want though (not necessarily asset management) I know Mathew did a vid on something similar for realtime data reading

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anyway. Thanks for the information, real life calls.

copper flicker
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mmm... a bit complicated for me, and I can't find any tutorials, I kinda need to see someone applying this stuff in practice, the manual is just dry info

cloud cobalt
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What do you actually want to do here ?

copper flicker
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I mean I have no idea how to apply that

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so... 2 things

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1, I want to load some.. 100+ meshes from and selection of 5000+ meshes

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from a selection *

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I do that right now with spawn actor that sets mesh

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and inside the actor I have a bunch of meshes

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in an array

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part 2... is where it gets more problematic

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I want more than just 1 array

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I want the actor to chose/load a mesh based on context

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meaning on an island ground can be sand, but on a mountain ground can be gtravel

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it's all atm coming from the same 1 big actor

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that contains a ton of sand and gravel and whatnot

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in fact, I'm not sure... I'm in the middle of doing this

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I just made the ssytem work for 1 world. aka - island

cloud cobalt
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What the asset manager is good at is

  • discovering content from a particular class or folder
  • loading content that was packaged but isn't actively referenced by anyone yet
copper flicker
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yeah that sounds all good, but how does it work? what exactly is this asset manager?

cloud cobalt
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It's an engine feature

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That looks at the packaged file list

wary wave
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...it manages assets ๐Ÿ˜„

cloud cobalt
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Basically

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There's nothing complicated about it really

copper flicker
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I can't find any tutorial...

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also, I'm doing everything in BP

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๐Ÿ˜„

cloud cobalt
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Well you can't expect tutorials for advanced features

copper flicker
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so if this is C++ crazyness.... I don't speak that language

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ok, maenwhile I tried with soft refs, and nothing loads

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I guess there's more to soft refs than just creating a soft ref aarray

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and set mesh

edgy moat
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My Widget Blueprint is not displaying what it shows on the editor onto the screen. ฤฐts opacity isnt working, the circular throbber is being very glitchy and everything just messed up all of a sudden

ember cypress
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The Doc article on the Asset manager might be useful, if you haven't looked at it yet.

cloud cobalt
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GetAssetsByClass is a Blueprint-exposed method so that does exist for Blueprint.

copper flicker
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I looked at it alright........................

cloud cobalt
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Try GetAssetsByPath, GetAssetsByClass on the asset registry

edgy moat
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ฤฐt is supposed to have reduced opacity(not working) and the circular throbber was just 3 circles before, now its just madness

cloud cobalt
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@copper flicker That's for discovering which assets exist in your game content (provided they were packaged which is another issue entirely).

thorny locust
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Is there a way to make the grass render in no matter what distance as it renders out quite close to the camera, this is just for a scene not for a level design so performance isn't an issue

edgy moat
copper flicker
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you mean I can't do this?

edgy moat
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@thorny locust find the foliages static mesh and set its lod group to foliage

thorny locust
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@edgy moat thanks I'll look now

edgy moat
thorny locust
edgy moat
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yes

hard quarry
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When I start my game inside the editor with the VR Preview, the Landscape Material does not get shown. Any Idea why?

ember cypress
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When you say "not get shown" do you mean it's invisible (but the mesh is still there) or it's the gray texture?

hard quarry
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It is completely transparent

ember cypress
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Is the collision still there?

hard quarry
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Yes, I can navigate on it

ember cypress
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@edgy moat you need to properly bind the variable type.

hard quarry
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When I use the "Simulate" option, (not VR) than everything is fine

thorny locust
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@edgy moat thank you bro got it

ember cypress
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Which headset?

hard quarry
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HTC Vive

glacial pecan
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what's the setting in unreal to stop ALL level sequences from resetting to the first frame at the end?

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I think it was an editor setting but I can't remember it now

edgy moat
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@hard quarry try clickin gon the landscape and settimng its max lod level to 0 or 1

ember cypress
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Either that or your material isn't playing well with something.

regal mulch
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Does anyone remember a plugin or so that allowed printing stuff to the Message Log?

edgy moat
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Do you mean the output log?

regal mulch
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No, that's why I said Message Log (:

edgy moat
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Oh, ฤฐ dont know then...

hard quarry
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@ember cypress I removed now the material completely and set it to "none" but not even the grid gets shown ingame or when using "Game View"

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Mhm It seems that the whole Landscape just disappears, when I enable the wioreframe there is none

plush yew
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there's a run behaviour tree but is there a stop behaviour tree?

oblique tangle
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Yo can someone give me some advice/opinions on why this seems so responsive and smooth? Is it just a case of good animations, or does it seem like there is more to it?

hard quarry
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I think the character itself looks so smooth because the other targets arent really smooth

rich rose
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If particular assets don't allow to be added to a project that is v4.24. Is there any idk risk or drawback from just adding them to a project v4.23 and then migrating them to 4.24 ?

hard quarry
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@rich rose I dont think there is a drawback, I already did this several times , it allways worked like a charm

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That said I only migrated meshes and no blueprints

rich rose
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Ah ok. Atm I only need meshes so thats good news. Thanks @hard quarry and @plush yew

hard quarry
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Is there any risk if I remove the "LandscapeGizmoActiveActor" or can I simple delete it?

plush yew
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Hello there! Is someone aware of the quickest method to create a visible "flow effect" on 3D wires (as if a flow of energy was going inside the wire/ cable itself, from one end to the other)?

fallen goblet
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Hello everyone, I was trying to create a medium scale level with 3 villages, and each village has almost 80-110 AI Characters. And altogether the load on CPU is getting heavy. I used the Cull Distance Volume but it's only culling Static mesh.

I was wondering how to cull and disable AI and other Actor_BP when the player is far away. Can you tell me any solution?

nimble moat
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would there be any reason why my character randomly gets deleted while playing?

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its so random too, some times it happens sometimes it doesnt but ill just be playing then all of a sudden my third person character turns into (Deleted actor)

neat forge
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Im trying to make an aimoffset but everytime I move the animation how I want it and click apply and save, when I close it it resets to how it was before

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Am I missing something?

hard quarry
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@neat forge You have to save it under another name, I had the same problem. It seems like you cannot overwrite an existingh animation

fallen goblet
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What function/code should I run on Tick?
As the problem isn't with complex AI, It's because of too many AI in a single level getting processed. @plush yew

neat forge
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Oh okay! Thank you

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@fallen goblet maybe you can make the tick duration longer, like .5 instead?

blissful willow
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In a multiplayer game, is there a way I can do something on one person's client but not another's? I'd like to make it so that each individual person can customize what other players look like in their environment without changing what their actual avatar is

steep garnet
fallen goblet
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@neat forge Just tried it and didn't help much, as all the AI are always remains active and staying in the level.

I actually need a culling system for the AI/Character.

Can Level Streaming fix this issue???

flat idol
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can help yes, however initializing 100 ai (and some more content) at once can be quite overwhelming for engine loop and cause significant stuttering.

edgy halo
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@blissful willow not sure what the best way to do it is, some people have a different mesh non replicated for the player (arms / or whats visible to them) and a different replicated avatar for everyone else to see

flat idol
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also in case of ai you're not only processing the brain but the actual character itself, which is add to your perf costs. you can experiment with disabling both animation and certain aspects of ai logic from distance, then just destroy them when afar

blissful willow
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@edgy halo Since it's a question of replication, would it have to be a static mesh variable somehow, where one person can change it, but it only happens on theirs?

edgy halo
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im not really experienced in replication, however maybe a function that is only shown to the player calling it and not replicating?

fallen goblet
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@flat idol Thanks, I think that may help but also can make unexpected issues,
Isn't there any other out of the box solution in UE4 for culling/completely stopping an Actor_BP? Rather than spawning and destroying them?

flat idol
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you can try network relevancy, but its for multiplayer only and only the clients use this feature

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server wont cull actors

fallen goblet
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And will it still get heavier on Server?

flat idol
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unexpected issues, i actually believe an automated solution can cause you more issues, whereas a self written code does just exactly what you expect it to do :)

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yes, server doesnt receive such optimizations, you must do it all on your own

pearl sonnet
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maybe if someones handy cousing made it

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cousin

flat idol
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you can try experimenting with oc/quadtrees etc for culling the world as you see ift

fallen goblet
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@flat idol Net relevancy is the thing I'd have been looking for only if it'd also work on server.
Ok I'll try that out.

flat idol
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no it does not, also net relevancy is quite heavy, therefore epic added replication graph, cpp only feature for auto-culling network channels. it won't cull actors, they remain 100% active, just replicate easier

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repgraph use a sort of spatial tree for this purpose, which you could potentially exploit (and extend on) but its a lot of adventure getting there

fallen goblet
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Thanks @flat idol ,
I've heard about RepGraph before but never tried it, and thanks for making it clear that it wont cull Actors.

flat idol
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repgreph works by default and initial settings are good for most cases

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epic shootergame example has a repgraph extension you can read

nimble moat
fallen goblet
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@flat idol Ok I'll check that out. Thanks again.

glacial pecan
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how do I actually start a swam render?

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having the swarm controller running isn't enough for me

vital cosmos
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I have a night sky with white objects, but you can see the white objects from a distance away, is there an outdoor ambience colour setting in unreal

pearl sonnet
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so weird to see my wifi SSID in chat

kindred viper
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@nimble moat you trace down from the box to the ground, get the angle of difference between the normals and adjust the rotation based on the calculated direction vector

hard quarry
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@nimble moat Make a Raycast at the front and at the bottom, than you have the height difference and you can rotate the box as you wish

nimble moat
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ill look into it thanks guys

pearl sonnet
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2 days ago someone mentioned the same,
you're not alone

kindred viper
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I don't mean to presume you don't understand how to use raytracing, but I have to ask, did you mess around with the Denoiser to improve quality or just test it "out of the box"? Because it's meant to have flickering/artifacts without some tweaking

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feels horrible to ask that, but I've seen people who don't realise such things

pearl sonnet
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guy i mentioned had flickering outside of UE
ie. discord

kindred viper
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huh thats odd

pearl sonnet
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yea

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thats why pointing to drivers might not be a weird idea

glacial pecan
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anyone have any experience with swarm agents being available, pingable, but not actually building any lighting? logs empty

nimble moat
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what would cause an actor to delete? for some REALLY bizarre reason my thirdperson character is getting randomly deleted when im going down a ramp

grim ore
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@nimble moat is the ramp below the world kill Z? check your world settings for that map and adjust it or disable it then test.

nimble moat
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wow thank you, that weird bug has been bothering me for hours

obsidian nimbus
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quite understandable if u read japanese i guess ๐Ÿ˜›

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for me not so understandable ๐Ÿ˜›

runic iron
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At the beginning there's quite some text yeah lol but it's better after that

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That's a pity, so many great slide presentations available and no translation

obsidian nimbus
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ohh, than its fine, i allways jump straight to the end ๐Ÿ˜„

runic iron
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They're good to get a rough idea imo

obsidian nimbus
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well i could have google translate it for me, but ill be fine ๐Ÿ™‚

hard quarry
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Is it possible to make a meaterial for a static mesh which is arround the mesh, like a sphere?

abstract relic
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Yeah. Look into parallax occlusion, bump offset, world position offset, pixel depth offset. But for your example, Iโ€™d either make a sphere mesh or use particles.

shell jetty
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how much your UE 4.24.0 needed

grave osprey
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Where to see all blueprint reference ?

frozen pond
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hello guys, fast question, how to make my NPC pick random task from possible tasks ?

sleek spear
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its the material layers feature

grave osprey
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So many question left unaswered.

runic iron
frozen pond
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@runic iron thanks !

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sadly dont work on my version :<

edgy halo
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Hey im trying to make a physics constraint between two meshes, i have a Lantern staticmeshcomponent, and a LanternTop that should be constrained but how do i refer to the Staticmeshcomponent in the physics constraint?

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the first component should be my lantern staticmeshcomponent, but because its a parent to the physics handle i cant really figure it out, do i have to rearrange the hierachy?

runic iron
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@sacred crater Do you plan to update your plugin to 4.24 by any chance ? Seems like @frozen pond needs it ๐Ÿ˜„

shell jetty
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I cant seems to install it as it need 69gigs space

midnight bolt
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does anyone know how to get rid of black surface like here? its two-sided, and the extra side that is rendered is always dark. im using all baked in lighting. i already tried settings like two sided foliage, but nothing really helped. i appreciate any insight

autumn trout
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How can I check the compatibility of the game with the required device?

next badger
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@frozen pond does not compile?

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cause it's open source

frozen pond
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@next badger sec will post SS

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how to colapse it ?

next badger
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you need a cpp project ot compile it

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you can make one just for that

frozen pond
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basic code ?

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or some template ?

next badger
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doesn't matter

summer verge
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Are Force Deletes freezing up 4.24 for anyone else?

sacred crater
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@runic iron @frozen pond I do intend to update it but our project that uses it is still on 4.23 and haven't even downloaded 4.24 yet. I'll tweet out when it's updated :)

runic iron
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Thanks a lot ! ๐Ÿ˜

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I'm still on 4.22 myself so couldn't make the binaries for him

next badger
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haven't even downloaded 4.24 yet

shell jetty
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@next badger well I cant even download or install it as unexpected more space needed than 23.1

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might be that my old preview for 24 bugged it or something

next badger
lavish reef
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hey guys, anybody knows how to export xgen grooms for new ue4 alembic feature? i can't get it working

shell jetty
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launcher say i need 69gig space

next badger
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@shell jetty try do delete preview

wispy zinc
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Hi, where do I post feedback for ue?

next badger
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@wispy zinc on forums, there's a section for that

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not super useful imo

wispy zinc
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You mean the forums are not super useful for that?

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If that's the case, will it be seen if I post here instead?

umbral monolith
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Does anyone else have issues with the whole computer freezing if you try to build lighting with very high settings?

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(Quality is set to Production)

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If I try to build lighting with this, the entire PC freezes, only able to restart with the button

kindred viper
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pretty much everyone yeah. It's kind of how lighting works. If there is more than you can process, it will use it all.

umbral monolith
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So this is extreme overkill in terms of lighting settings?

kindred viper
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its compiling a tonne of shaders that are getting stored in a cache for later usage, so its gonna take processing for each one. Check your Task Manager when it happens. You should see ShaderCompileWorker using most, if not all, of your cores and processing

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this is why RTX is a godsend. Cheap dynamic GI for testing ๐Ÿ™‚

umbral monolith
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Is there any way to limit that so it can get through?

kindred viper
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you can limit the number of cores the engine uses. I cant remember the exact location, its in an xml

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there is a wiki page on it

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Unreal Engine\UnrealBuildTool\BuildConfiguration.xml <ProcessorCountMultiplier>2</ProcessorCountMultiplier>

wispy zinc
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@gleaming narwhal it would be awesome if the epic games launcher could be updated so that ue4 resources could be separated in library by category- plugin, project template, assets, materials, etc...

And if there were an option to show updated library content at the top of the library, or else a separate library category.

Right now, it kind of gets pretty cluttered.

umbral monolith
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@kindred viper Thank you! I'll try to test it out

edgy moat
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ฤฐf i am using the 'On component hit' function, how can i only call that function if the object is hit BY A SPECฤฐFฤฐC actor?

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Not just if it gets hit

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Only if it gets hit by a specific object...

grim ore
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object or class?

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and you would either cast to the correct class type using the hit actor in the hit result or use some other method to test for the correct item such as an interface

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more than likely what you are asking is using the cast to XXX version where XXX is the class you want to test against (only hit by player for example)

edgy moat
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object

grim ore
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if it's a specific object out of many in the world then you have more work to do

edgy moat
grim ore
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ok let step back. this component hit node is in which blueprint?

edgy moat
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The thing that is being hit

grim ore
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doesnt really help. so like a wall?

edgy moat
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a gas canister, i want to destroy actor, add impulse and play particle effect after it is hit by THE PLAYERS BULLET not just anything ONLY THE PLAYERS BULLET

grim ore
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ok so this node is on the canister and the bullet should be hitting it?

edgy moat
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yes

grim ore
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ok so does the bullet have a specific class? is it a blueprint

edgy moat
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yes

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1 second...

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its an actor

grim ore
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Then you would use the cast to bullet class pulled from the other actor

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well it's not an actor, it's parent might be an actor but it should be it's own class

edgy moat
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ฤฐndeed

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So i just drag out of 'on component hit' and say cast to 'the bullet'

grim ore
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drag out of the other actor, this is the item that hit this item and started the event, and use the cast to bullet node

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then it will be true if the other actor, the item that hit this item, is a bullet or false if it is not

edgy moat
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Ok, i will do this. thanks

grim ore
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once you get this working you might want to look into using blueprint interfaces to clean this up (instead of the cast to XXX) as it will allow you to haver more than just that one bullet explode this barrel and it will not lead to hard referencing the bullet into memory for all canisters

edgy moat
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it works

grim ore
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yes, that is asking if the other actor that hit this item is of that bullet class and if so do something

edgy moat
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this was so simple, i feel retarted... thanks so much dude

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Would'nt i just use a sequence then, if i wanted more than 1 bullet?

grim ore
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you can but then in the future you would need another cast to and another cast to and another for every bullet type

edgy moat
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ฤฐ see

grim ore
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or you use one interface check node and anything flagged with that interface just works

edgy moat
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Wouldnt an alternate for that also be 'get all actors by tag'

grim ore
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plus hard vs soft reference, right now your canister knows about the bullet since you use the cast node so it has to load the bullet into memory when it loads the canister. If you did this for 10 bullets you now have all 10 loaded with the canister

edgy moat
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Hmm

grim ore
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no get all actors by tag would not work for this as it would check all actors in the world for the tag. You could do a has tag on the item but then you are required to make sure the tag is spelled correctly on every item you add this to

edgy moat
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But if i did it accurately... it would work?

grim ore
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yes but if you ever need to talk to the item, like the bullet that hit the canister, you would have to still cast to it

edgy moat
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Yes

grim ore
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using an interface you could go "hey are you allowed to blow me up? ok cool. I will blow up and do some stuff why don't you play some stuff as well like particle effects"

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and it wouldnt care if the item that hit it was a bullet or a bomb or a flying pig

edgy moat
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ฤฐ see, well thanks for the help kind sir๐Ÿ‘Œ ๐Ÿ’ฏ

grim ore
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yep yep

amber tangle
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Quick question - if I pass in the console command (from blueprint) for r.DetailMode=0 - that would be the correct syntax and such, right?

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I thought it was, but the output log complains

grim ore
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normally its command space value so r.DetailMode 0

silver magnet
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hello i have a problem with my terrain material, the terrain has the compiling texture but its already compiled, i cant remove this grey texture, why?

grim ore
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click on each texture, go to the sampler source for each texture in the details panel, and changed to shared

silver magnet
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wrap or clamp?

grim ore
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yes. Depends on the texture. More than likely I would say wrap

silver magnet
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ok

sonic pagoda
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right now the z value changes as i rotate the character

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ive tried subtracting, and adding the actors world rotation, but the value still changes in an unexpected way... keeping both arrow5 and motion controller L in the same spot and rotating still produces a completely difference Yaw value when rotating

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also tried reversing start and target pins

silver magnet
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oh yeah it works thanks !

amber tangle
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Thanks @grim ore, that was what I was missing. No "=" lol

plush yew
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I'm still trying to figure out how I can adjust my character's "direction" variable based on pelvis offset. If I have an animation that rotates my character's pelvis 90 degrees then the legs will also rotate 90 degrees, but animate as if they're walking forward. What I've been trying to do is find away to have the legs animate as if they've been turned 90 degrees. Right now I think the next thing I'm going to try is to have two skeletons per character that are animated exactly the same, but one won't be able to blend with attack animations. Then I'll calculate the difference in pelvis rotation between the two skeletons and use the difference to influence the direction float on my 2d blend space for my walk cycles

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but that seems expensive. If there was a way for me to get the rotation of a cached bone I could do it that way

plush thicket
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anyone know what's causing the cloth simulation to do this when walking up a ramp?

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only when the player is on a ramp

pearl sonnet
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perv trying to look under skirt

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expected result: steam achievment: IT WAS AN ACCIDENT

abstract relic
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Open the console and type: show COLLISION

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First thing Iโ€™d check anyway

sharp crest
normal burrow
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is it apex/nvcloth @plush thicket ?

plush thicket
#

no

normal burrow
#

what is it then

plush thicket
#

UE4 cloth

#

their built-in cloth system

normal burrow
#

ah yea thats nvcloth internally iirc

#

are you providing a physics asset to it for cloth?

#

if not, you should make one. only put physics bodies in that affect the cloth

plush thicket
#

it's weird

#

i just swapped the ramp again

#

and it suddenly stopped doing that

#

would anyone know a fix to a different issue?

#

when I drag-and-drop an asset into the editor

#

it always makes the spawn location of that asset at like 1500x

#

like waaaay below my map

river fox
#

Hello, I have a question. Can anyone recommend a great book/tutorial series for learning Unreal Engine with C++(Or in general, but I know C++ already and want to learn the unreal side of things)? I will follow along and practice, but want to find some big guide instead of watching scraps about specifics

normal burrow
#

If you know C++ already, you just need to be introduced to UHT

#

And the documentation does ample job of explaining this part

#

UHT is this thing that reads your code in a really invasive and dumbed down way

#

the headers rather

#

and then it makes codes for you

#

UPROPERTY(EditAnywhere,BlueprintReadWrite)
float Number;

shell jetty
#

@next badger seems like that did it

normal burrow
#

UPROPERTY is just
#define UPROPERTY(...)

#

but UHT reads the content inside of it, and generates the code to register your number into reflection

river fox
#

Yeah I get the UPROPERTY stuff, been using it, although I just randomly run into issues that make no sense to me and I kinda just wanna start from the beginning and learn all the ins and outs, since there is no time pressure on me, I am not learning it(currently) for a specific reason

#

I am just having trouble finding some good guide that focuses on the C++ side of things, it's mostly blueprints which I find easy

#

I like reading a book or two from time to time, dunno if there is anything good about unreal

#

Although I can imagine that it might be hard to find a good book, as the engine is constantly updated and changed

normal burrow
#

hmm i think that might be asking a lot of a book too when you could just read the code

#

if you wanted a c++ side of explaination i mean

river fox
#

hmmm, yeah

normal burrow
#

A book on blueprints could serve beneficial here to explain how the engine is supposed to work

river fox
#

I guess I will just sit down and start trying things out

normal burrow
#

thats what i'd recommend, but if there is such a book go for it

pine mulch
#

does anyone know how to move a landscape up or down on the Z axis when using tiled landscapes with world composition?

#

the Z 0.0 coordinate is like halfway up the mountains

#

I know the exact value that I have to shift it up but I can't find the option and the transform tools are greyed out

thin tendon
#

My project that was working perfectly fine last night. Is now crashing at 95% on start up this morning. What folders do I need to delete to make it rebuild without loosing all my settings?

swift spindle
#

intermediate and saved

#

but just rename em to be sure

thin tendon
#

Thanks

swift spindle
#

may I also sugest investing in a source control system if you don't have one for peace of mind

thin tendon
#

I don't use source. I just back my project up at the end of each day to an external hard drive

normal burrow
#

source control is like git

#

daily backups work, but you could have finer control over things

#

don't need source code to use it though

swift spindle
#

source control is worth the effort to set up

next badger
#

have anyone tried to use git for ue4 assets?

swift spindle
#

yes

#

its... unpleasant a workflow

normal burrow
#

would recommend svn over git for so much binary stuff

grim ore
#

I used git and git-lfs for smaller projects and no real issues

swift spindle
#

seen nothing but nightmares with git-lfs =/

sweet relic
#

ya git works alright for most things

#

but p4/svn are more suited to ue4 really

normal burrow
#

does git lfs store revisions matheww?

swift spindle
#

I find the branching / extra gui that you can get for git real nice.. but when it comes to binary stuff.... it just falls flat...

#

Perforce looks a bit old

#

but works mostly well

next badger
#

i wonder how fast git grows in size

normal burrow
#

perforce is old, thats why lol

#

its old and its licensing is nuts

next badger
#

many my projects are 20-50 Gb in size

swift spindle
#

it's not as bad as people think it is

normal burrow
#

svn is old, but not nutty with licensing

swift spindle
#

p4 is free for a small team

#

and even on a larger team.. you can get away with about 1800 a year

normal burrow
#

you have to stay on top of what you can and can't do with p4 either way

#

even if you run the server yourself

swift spindle
#

this is true

grim ore
#

@normal burrow I honestly have no idea, I would assume so

swift spindle
#

but in my personal experiance.. lost a lot less time dealing with p4 over git issues

normal burrow
#

I heard it doesn't.. but i really dunno either

grim ore
#

but again I only ever tried it on smaller projects over time

normal burrow
#

cool cool

grim ore
#

yep the actual repo has some issues regarding lfs large file revisions but the actual "details" about lfs don't seem to indicate it

pine mulch
#

Sorry to repeat myself but does anyone know how to move a landscape up or down when using world composition? The transform tools are locked

next badger
#

i've heard of new git-vfs

#

that will store all data in virtualized storage

normal burrow
#

sounds trendy lol

swift spindle
#

I keep a perforce server on my nas and I use Vhdx (virtual hdd) that's downloaded to my work system each day and put back up on the server once I'm done with it

next badger
#

yeah, developed by MS

swift spindle
#

might be a tad overkill

#

but it works well

normal burrow
#

yea, svn is just an apache plugin

#

most web servers wil run it. so it can be cheap, and it delta compresses everything with zip so the server actually is pretty tight

#

its probably older than p4, but tortoise svn for windows works alright. Unreal does support it out of the box however

next badger
#

main issue of p4 is that it's remote only

swift spindle
#

what u mean ?

next badger
#

in git you have local repo, you commit there, then to remote...but in p4, all actions like checkin, checkout, add, remove...all should be made remotely

swift spindle
#

right... got ya

next badger
#

i'm working on several projects, and one is just so slow for me...every action is like 30s...and 10 files checkout may last few minutes

swift spindle
#

I mostly removed my brain of git shit...

#

I've not had any speed issues with p4 personally

#

used an AWS repo version and a local... it was pretty fast even with hundreds or thousands of files

next badger
#

well, it depends on your and server's locations

swift spindle
#

AWS server to NZ and to Canada was about the same. We had people in brazil also.. same there

trim granite
#

@pine mulch Try this.

normal burrow
#

pat is surprised this is a thing

trim granite
#

yeah, it's locked by default. Took me a while to figure out be since then never forgot it.

normal burrow
#

iterating all those actors? lol

vital cosmos
#

I have a weird issue after building lighting

#

stuff that was lighted before now appears black

abstract relic
#

Adjust your skylight. Either you didn't put one in the scene or the value is too low

vital cosmos
#

@abstract relic what value is too low

#

in the skylight options there are several values

abstract relic
#

Intensity scale

pine mulch
#

Thank @trim granite! That worked ๐Ÿ™‚

#

okay well at least I thought it did hahas

#

it keeps snapping back to 0

#

ah I got it now, had to do it on the actual landscape, not the proxies, duh

quiet rampart
#

Hey hi!... is someone aware of the bug that when i click on packaging for windows 64... it open the documentation on google chrome.... is there something that i miss or.... ?

frigid trellis
#

Does anyone know what this error is?

quiet rampart
#

nope

polar hawk
#

DitherTemporalAA doesn't work on the pixel shader? iunno

gleaming narwhal
#

@wispy zinc There's work being done to improve the experience of the Vault, but we have no announcements as to when it will be released. We all want it ๐Ÿ™‚

#

The forums are the best place for feedback, it allows us to link to the feedback when we bring it back to the devs

#

We don't always respond, but we read them (when we're not playing game jam games...)

frigid trellis
polar hawk
#

iunno man its fucked

normal burrow
#

patchzy

#

see what the defaults are for that node

#

DitherTemporalAA

#

double click it i

grave nebula
#

You are doing something real shady with that tessellation

frigid trellis
#

I just copy pasted the material into a new one and it worked ๐Ÿค”

plush yew
#

kappa hi patchzy

frigid trellis
#

kappa will, why are you everywhere ๐Ÿ˜ณ

plush yew
#

hehe

thin tendon
#

Hey guys. How much work is actually involved to move my project to the latest version of UE4. I'm currently on 4.21

next badger
#

c++ ?

thin tendon
#

Nah Blueprint and I'm only using 2 plugins if that helps

plush yew
#

if the plugins are supported for .24 then you can just migrate right ?

thin tendon
#

I would think so. I checked and they both have new versions for 4.24

plush yew
#

yea go for it should work

thin tendon
#

And updating won't delete stuff or cause stuff to not work?

plush yew
#

no thats only if you migrate to an older version

thin tendon
#

ohh cool

plush yew
#
  • you still have the old version if it was to go wrong
#

so its worth a try

thin tendon
#

ok thanks I'll give it a crack

next badger
#

you can't migrate to older version...like...impossible

#

most plugins have source code, so can be compiled by ue4 itself (need to make c++ project just for compiling)

harsh tiger
#

does anyone know why im getting these errors? i just want a simple float that is defaulted to 1

grim ore
#

@vital cosmos if that does not work there is a good chance if they are black after building your lightmaps for those meshes are bad. Dynamic lighting does not use them so it would look fine until you built lighting and it tried to use them.

harsh tiger
#

if i comment out MeshSize = 1.0f; then it complies. i just dont see whats wrong with what i have

grim ore
#

you are trying to set a variable in a header would be my guess

harsh tiger
#

can that only be done in the cpp?

next badger
#

you can set a variable in a header, but he's setting it before declaration

harsh tiger
#

the comment says // Sets default values for this actor's properties above

grim ore
#

that was my second guess, I never set variables in headers lol

#

can he just do the assigning in the declaration below?

harsh tiger
grim ore
#

can do you do float MeshSize = 1.0f;

#

thats normally how I would assume it would be done but I work in C# land most of the time

harsh tiger
#

i think thats worked haha

#

looks like i was over complicating it

digital anchor
#

that comment was for the constructor

grim ore
#

yep yep I don't actually know if you can assign a value to a variable in a header and I don't really care to find out lol ๐Ÿ˜›

digital anchor
#

if you open the constructor, and type the same thing, it will work

#

you normally use the constructor for stuff that cant be initialized directly

grim ore
#

^^

uncut osprey
#

Unreal, can you wait until I finish writing this comment before you autosave

harsh tiger
next badger
#

constructor is the method(function) that has the same name as the class

digital anchor
#

yes, in the cpp it will be defined as ALiamsTest::ALiamsTest() { //your code here}

harsh tiger
#

so if i set the float to 1.0f in the header but then 3.0f in the cpp. would it use the header or cpp value?

#

i know it doesnt make sense setting it twice, just curious

digital anchor
#

cpp

harsh tiger
#

thank you

next badger
#

it makes sense setting it twice...just for safety reasons...sometimes

harsh tiger
#

noted @next badger

#

also, any idea why i have them red squiggles? it compiles with no issues

next badger
#

safety = if variable is uninitialized it can store garbage

grim ore
#

intellisense = the devil = red squiggles with UE4 codebase

harsh tiger
#

might be why i've seen some people turn it off

next badger
#

yeah, VAX works better for ue4 than intellisense

grim ore
#

most people who invest in UE4 yep use VAX or uh.. the other one

harsh tiger
#

im using the trail for that plugin

digital anchor
#

resharper, gotta try it some day

next badger
#

@grim ore resharper?

digital anchor
#

looks fancier than vax

grim ore
#

I was gonna say resharper yeah but never used it for C++

next badger
#

it hang for me on source build

grim ore
#

I know resharper is great for Unity

next badger
#

cause way more less code there exposed

harsh tiger
#

im thinking on buying VAX

next badger
#

ue4 sources like 200mb in pure code?

#

may be wrong...some may be precompiled headers

marsh swallow
#

Just how common is this?! I have found about 50 articles online about it.

#

and i have maybe 1 in 5 people that report this to me

#

however not 1 of those articles have anything remotely related to knowing where to start looking. lol

normal burrow
#

vax is good

#

do you use c++ darinius?

molten path
#

@marsh swallow ive personally never experienced that

#

although I'm not that experienced

marsh swallow
#

yes we do @normal burrow

plush yew
#

Every time i try to open up my copy of a project in 4.24 it crashes my computer, yokes

marsh swallow
#

not a TON but a couple plugins, Articy integrated, TrueSKY, Loading Screen. about 10 or so of our own for our login system and whatnot

normal burrow
#

do you do lots of crazy stuff with rendering in c++?

marsh swallow
#

structs and stuff but nothing too crazy

#

i think the only thing would be TrueSKY with anything that touches rendering

#

we use the Binary version of it, thinking about going to source

normal burrow
#

can you reproduce it?

marsh swallow
#

on an engineers computer no

#

on the 5 computers in my house no

normal burrow
#

for people it happens to is it frequent?

marsh swallow
#

and only about 1/5 players report it out of about 50 testers.

#

its unplayable. they crash only after a few minutes usually

normal burrow
#

do you have logs?

marsh swallow
#

Now that said i am working with one just now who lowered his graphics all to Low

#

and hes playing

#

but he has NO sky

#

soooo.... we may have a TrueSKY issue

#

(he also JUST imformed about the sky issue a few seconds ago.)

#

i have not had to collect logs on a package build. Are they stored in Saved?

normal burrow
#

should be yes

#

wouldn't assume its truesky but it could be. would look at the logs for sure though

marsh swallow
#

im having him grab them now

#

Its definitely having a render issue with TrueSKY in one way or another but it may not be their issue is what you mean?

somber badge
#

hello everyone. I am new to unreal and i have installed everything but when i try to create a project it does not work. Please help.

Running C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/Admin/Documents/Unreal Projects/MyProject6/MyProject6.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for MyProject6Editor (no existing makefile)
@progress push 5%
Parsing headers for MyProject6Editor
Running UnrealHeaderTool "C:\Users\Admin\Documents\Unreal Projects\MyProject6\MyProject6.uproject" "C:\Users\Admin\Documents\Unreal Projects\MyProject6\Intermediate\Build\Win64\MyProject6Editor\Development\MyProject6Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject6Editor in 25.8317467 seconds
@progress pop
Building MyProject6Editor...
Using Visual Studio 2019 14.24.28314 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Distributing 15 actions to XGE
Fatal Error: Failed to open/create session data
Failed to open/create session data: STATUS_ACCESS_DENIED

marsh swallow
#

I got the crashes. there is a dump file and an XML but they dont seem to tell me anything more about what exactly hung it up

normal burrow
#

no text file log?

thin tendon
#

So I want to upgrade my project to 4.24. But a plugin I use called Save extension hasn't been updated since 4.21. How could I make it work with 4.24 myself?

hidden aurora
#

Is there a way to make 90 ยฐ angles in splines?

past pilot
#

This release has to be the worst release i have ever seen lol. Now i cant even open a menu and hover a pop out without the editor vanishing into the ether.

#

@thin tendon i wouldnt upgrade to 4.24 atm... wait for .1 or .2. Also sometimes just copying the plugin over will cause the editor to recompile it and work in my experience. Not always though if it contains depreciated code.

thin tendon
#

So to copy it over. I would go into my 4.21 folder. Find the plugin and copy paste it into the same place but for 4.24?

past pilot
#

yea

thin tendon
#

ok thanks

plush yew
#

well

limpid surge
#

Anyone run into this assert on startup when trying to migrate a source-built project to 4.24?

Fatal error: [File:XXX/Engine/Source/Runtime/Core/Private/Internationalization/ICUInternationalization.cpp] [Line: 153]
ICU data directory was not discovered:
../../../MyPlugin/Content/Internationalization
../../../Engine/Content/Internationalization
```C++ project builds fine, but fails with this error (and others) on startup when I go to launch it.
plush yew
#

you could just right click the level and select migrate ?

thin tendon
#

I don't know if right clicking a level would work for my project. I have 2 main levels and one of those has 121 sublevels

potent quartz
#

i'm having some odd errors with UE 4.24

#

any time a tool tip would pop up, the screen bugs out and turns black

#

this is on a quadro box

dark rune
#

is there an Anim Starter pack in UE4 but for FPS?

sleek spear
#

how do i get rid of this jagged thing? i m using a texture to blend landscape textures. is there any way to make it smooth or add noise to it or something?

sleek spear
#

anyone?

potent quartz
#

blur

errant tundra
#

after upgrading to 4.24, all my animations, timelines, etc..all run REALLY fast. Is there a quick way to prevent this? Anyone else getting this? When I play, it seems like everything is playing on fast-forward lol

sleek spear
#

@potent quartz how do i blur?

#

very helpful

honest vale
#

@sleek spear use the paint tools

#

there's a brush for smoothing

#

or blur it in photoshop/gimp

sleek spear
#

@honest vale what do i do when i want to use masks exported from world machine? blurring in photoshop but keeping the resolution the same will reduce the blocky effect?

honest vale
#

yes

#

that should do it

#

landscape layer weight textures are tied to landscape resolution

#

and sadly it's not possible to uncouple them :\

carmine garnet
#

how the fuck would i go about making a thing i wanna makle

#

its like

#

so complicated

#

if i want to make him hold and swing an axew

#

in first person

#

do i need to know any programming?

#

what would i need to know programmming for

cloud cobalt
#

Well, programming is translating ideas into programs

carmine garnet
#

i mean coiuld i just use the nodes

#

for it

cloud cobalt
#

Blueprint is very much programming

carmine garnet
#

okay, so do io need to know c++

cloud cobalt
#

No, you do not

carmine garnet
#

good cuz i dont

sleek spear
#

@honest vale i see, thanks

tough lantern
#

Hello everyone, New to UE4 here

#

Can someone tell me how how to access the edit static mesh option ?

#

got some pb with the smoothing group i would like to fix but cannot find the option

fierce tulip
#

unless something changed, you generally do that in a 3d application like 3dsmax, maya, blender

robust void
#

hi im with a group of people working on a game and theyre having issues launching a game and this is the error they get when they try to launch it

#

[2019.12.12-08.35.14:082][134]LogWindows: Error: begin: stack for UAT

[2019.12.12-08.35.14:082][134]LogWindows: Error: === Critical error: ===

[2019.12.12-08.35.14:082][134]LogWindows: Error:

[2019.12.12-08.35.14:082][134]LogWindows: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1121]

[2019.12.12-08.35.14:082][134]LogWindows: Error: GameThread timed out waiting for RenderThread after 120.00 secs

[2019.12.12-08.35.14:082][134]LogWindows: Error:

[2019.12.12-08.35.14:082][134]LogWindows: Error:

[2019.12.12-08.35.14:082][134]LogWindows: Error: [Callstack] 0x00007ff807269129 UnknownFunction []

[2019.12.12-08.35.14:082][134]LogWindows: Error:

[2019.12.12-08.35.14:082][134]LogWindows: Error: end: stack for UAT

the cooker goes idle and times out

#

weve tried googling it but no help was wonderig nif anyof you gusy can help

tough lantern
#

but i cannot find it

fierce tulip
#

@robust void
"2) You can also use three backticks to create multiline code blocks,"
makes it easier to read

#

@tough lantern it clearly states "In order to edit Static Mesh geometry in the Static Mesh Editor, you must enable the Polygon Editing Plugin for your Project."

robust void
#

@fierce tulip what do you mean by easier to read

tough lantern
#

yep but it not there

fierce tulip
#

the error message code stuff @robust void

#

@tough lantern in 4.23 its there

tough lantern
#

i am using 4.23 and nothing appear when i type polygon editing in the search bar

fierce tulip
#

plugin menu

tough lantern
#

i am talking about the plug in menu

#

in which category is it supposed to be ?

robust void
#

@fierce tulip ill let thier coder/programmer know thanks for the help

fierce tulip
#

@robust void lol, what I mean is that if you write three backticks in front of, and behind your post...

#

you get this

#

which makes it easier to read

#

<_<

robust void
#

ahh

fierce tulip
#

@tough lantern currently no 4.23 installed to verify

rich rose
#

There is always something so satisfying and calming when starting on a new project which I guess is a dangerous thing to enjoy ๐Ÿ˜…

cloud cobalt
#

It is

#

"I'm tired of this project I spent 6 months on, let's try a new project from start..."

glacial pecan
#

shouldn't the volumetric lightmap density volume box have a lot of colored dots in it? and perhaps a slider for... well... density?

tough lantern
#

@fierce tulip it is present 4.24 thx

fierce tulip
#

@tough lantern hehe aww, just when I installed 4.23 to check

tough lantern
#

thanks mate . have a look anyway. my project is on 4.23

hot thistle
#

Ait so I did an oopsie.
I moved a bunch of assets from multiple folders to a single folder, and deleted the old folders. As stupid as I am I force deleted ignoring the reference warnings.
So now a bunch of assets are missing from my levels, and my question is, can I reverse this in any way? Like update the references or something?

cloud cobalt
#

Revert your changes in version control !

#

Or fix every asset manually if you don't have version control, which you should

hot thistle
#

How would I do that?

cloud cobalt
#

If you're asking, you don't have version control

#

(Git, Perforce, Subversion etc)

hot thistle
#

Which is true

cloud cobalt
#

Then you'll need to fix every asset manually

#

And then you can get version control so that it only happens to you once

hot thistle
#

hmm

#

Whats the best workflow for fixing each asset manually?

cloud cobalt
#

Find every level object with an empty mesh/material/etc and pick the asset it should use

hot thistle
#

I see, thanks

swift heart
#

Hello guys! Can you help me please. I trying to upload to ue4 RGB targa image with one fabric pattern in the each RGB channel. UE4 sees this format as B8G8R8A8 and after compression desrtuct shapes of the pattern. Why is it not regular DXT1 ?

wary wave
#

you can choose the compression format in the texture settings

swift heart
#

yes I can. but anyway why ue4 sees file as B8G8R8A8 and why it destruct the original shapes of the channels on DXT1

#

and also is it ok to use BC7 DX11 format compression for the game (ps4 gen)?

wary wave
#

it usually picks compression settings based on naming conventions

#

as for Ps4 related questions, you should ask those in an appropriate place

fierce tulip
#

unless you go uncompressed, there will always be a little bit of compression artifacts when packing RGB.

#

and uncompressed should only be used sparingly

cloud cobalt
#

Just use Mask compression ?

#

It's what it does

fierce tulip
#

that only disables srgb, nothing more

cloud cobalt
#

Uh no

#

It also prevents cross-channel

fierce tulip
#

i wish

#

it does it very poorly

#

near if not exactly identical to regular compression

cloud cobalt
#

Sure about that ? I used hundreds of masked textures with completely independent information in every channel

fierce tulip
#

I did extensive testing of every compression setting (pre-4.16) and masks literally only seems to disable srgb

#

never looked under the hood though, but visually it was just as artifacted

swift heart
#

@wary wave Thanks, now I understood how ue4 select the format

#

@fierce tulip yes it disable srgb

cloud cobalt
#

Okay I just tried and indeed, it still has crosstalk

#

Which is incredibly fucking weird

fierce tulip
#

ikr, you'd expect it to be better

#

which is why I kinda moved away from packed content where I can

cloud cobalt
#

No I mean I'm positive it worked before

swift heart
#

same artifacts on masks

fierce tulip
#

i never seen it work, but i wish it would

swift heart
#

but BC7 works perfectly

#

thank you all a lot

zealous cloak
#

One of the most essential questions of all time, when to use cpp and when BPs?

#

I try to break it down from my perspective

wary wave
#

whenever one suits you more than the other

zealous cloak
#

Easy simple projects where performance doesn't matter are doable in BPs only

wary wave
#

I use BP a lot when I want to iterate fast, that's my main use case

cloud cobalt
#

Performance is not really the main concern most of the time.

#

Tracking of changes should be your first concern

wary wave
#

aye, if you're running into performance issues in BP, it's usually a technique, not a language issue

zealous cloak
#

Cpp is more convenient compared to spaghetti

wary wave
#

well organised BP is no worse than C++

zealous cloak
#

Readable?

next badger
#

we need a "tick" emoji

zealous cloak
#

So it's just c++ myth?

wary wave
#

I actually find well organised BP easier to read than C++, you just get less on the screen

zealous cloak
#

That it's better and should always be preferred if possible

cloud cobalt
#

If you're going to write complex logic that you may want to maintain for a long time, or even reuse in another project - C++ might be a much better bet if only for its text nature.

wary wave
#

it's not strictly a myth, a lot of people who work in BP fail to organise their code

fierce tulip
#

but there are also coders who fail to organize or comment their code :p

wary wave
#

also true, but it's less obvious

#

can't just take a screenshot of technicolor spaghetti madness

fierce tulip
#

until your client hires a new coder, and the previous coders name will be used whenever a bug or problem is encountered :p

wary wave
#

hehe

zealous cloak
#

I'm in BP hell at the moment

#

Have to fix stuff from another person

#

The level blueprint is empty

next badger
#

i'm in discord hell atm...vertically oriented photo of a bp

cloud cobalt
#

Basically, the more specific a task is, the more Blueprint is ideal. Unique character or level logic ? That's really where Blueprint shines.

#

Specific game feature that you won't reuse in another game ? Probably Blueprint works too, unless it's big, multiplayer-supported, and hard to get right.

zealous cloak
#

So highly capsuled functions

cloud cobalt
#

Technology or general-purpose class ? Pretty much C++

zealous cloak
#

Things a level designer would need to use

next badger
#

BP still related on c++...if something not implemented - you have to use c++

zealous cloak
#

This button does this , when this happens then do this ... That o would do in BP

next badger
#

steam api, custom libs all that

cloud cobalt
#

Just ask yourself how easily you want the thing to be reused in a different game, for example.

#

If your answer is "not possibly ever", C++ probably doesn't bring much to the table

zealous cloak
#

So you say there is no lack in BP, if the node exists

#

I just always have the discussion cpp is much better than BP

next badger
#

I can't understand why Epic decided to make type conversion in MATH class.

cloud cobalt
#

The three main concerns of Blueprint are

  • needing a particular feature (random library that you added to your project and has no existing Blueprint interface)
  • heavily performance-sensitive work (lots of calculation over a lot of units)
  • needing reusability and change-tracking at scale over multiple years
#

This is where C++ can do better

#

If none of these are a concern, Blueprint is probably just as good if not better

next badger
#
  • Need to change render pipeline alex
cloud cobalt
#

Do note that C++ performance gains are nowhere near automatic

#

People rightly say that C++ is faster, it really is

#

When you're decent at writing C++ and know what to optimize

next badger
#

never used nativization, is it good?

plush yew
#

once again a level in composition has tramautized my whole my game plaese help and help me to get rid of such a big level that is supose to be only 1 little square

dim plover
#

I think general consensus was that nativization is too crash-prone to used.

hasty osprey
#

how do i delete the objectredirector?

abstract relic
#

Filter > developers (going off memory here) > show redirectors > right click on the redirector > fix up

fierce tulip
#

never just delete object redirectors.

next badger
#

i'm not sure you can

hasty osprey
#

my issue got fixed anyway

fierce tulip
#

there is one show redirectors that only shows redirectors, and one that shows em always. the latter is best to always have active. (imho)

fervent sigil
#

@abstract relic you mean Right Click => Fix Up Redirectors In Folder ?

#

(not related): I would like to create a widget over a character. I'm doing it every few seconds, each time for different characters (npcs).
how can I do that without adding a widget component to each one of them?

obsidian nimbus
#

@cloud cobalt you 4got spawning and killing

#

BPs are more heavy on spawn

wary wave
#

Spawning is one of the worst parts of UE4

#

it needs an overhaul

#

even if an actor fails to spawn, you still get the performance hit as if it did

obsidian nimbus
#

yea pooling actors saves a lot

wary wave
#

pooling is basically necessary for any serious game

#

if a complex pawn fails to spawn because of collision, it still actually spawns the actor in order to test the collision

#

it just deletes it afterwards when it fails

grave nebula
#

Why unreal does not have stock system for that though?

wary wave
#

now imagine iterating over spawn points in BP to find a valid one -_-

hot thistle
#

I have a bunch of levels, but only 2 active. But when I render they all become visible.. how do I disable certain levels?

grave nebula
#

cascade particle system pooling works okey. Wish there was stock framework for pooling any actor.

obsidian nimbus
wary wave
#

yeah, both actor spawning and component creation need generic pooling frameworks

cinder iron
#

I usually make my own layer over the spawn actor

#

worth the time

remote flame
#

Not sure if that's the right place but I'm completely lost when it comes to character spawning in the level. I have just migrated to UE4 and trying to learn the ropes. I have a huge problem with spawning my character when trying to investigate the level I'm working on. My character keeps spawning in the default blueprint box instead of the viewport camera location. How do I solve that?

If that is not the right place to ask, feel free to remove the post ๐Ÿ™‚

mossy nymph
#

right click on the level in viewport -> play from here

remote flame
#

nope, keeps spawning in the same, default place

mossy nymph
#

well, someone might had fucked up overriding Find/ChoosePlayerStart in GameMode

remote flame
#

it's pretty much a completely fresh project

#

just added a level from heightmap, materials and that's it

frosty bloom
#

Check your world outliner for "PlayerStart" and remove it

remote flame
#

Still nothing keeps spawning me there lol

pulsar badge
#

Mine does the same

#

O_o

remote flame
#

it's really infuriating as I see people spawning wherever they have the viewport set to in every video lol

frosty bloom
#

Do you have a character in the world before you press play?

#

If so it's probably set to Auto Possess upon play

#

Simply remove that one too

remote flame
#

huh. That worked. So do I constantly remove the old character or is there a way around it?

frosty bloom
#

If you want said behavior, you'd have to do the same process again unfortunately

remote flame
#

Yeah that's one thing that will be annoying me as I'm used to just pressing a key bind and having my character spawn wherever the viewport camera is located

#

But thank you for help! Greatly appreciated!

honest vale
#

there's an option on the character regarding auto possession iirc

remote flame
#

any more info on that?

hot thistle
#

I have a bunch of levels, but only 2 active. But when I render they all become visible.. how do I disable certain levels?
Can't use ''select streaming method''

frosty bloom
#

@remote flame Pawns and Characters have a Tab called "Pawn", within this tab there is an Auto Possess Player option, if you set it to Player 0.. That's the problem you previously had. Setting it to disabled simply means it will just stand there and you'll spawn at camera location

remote flame
#

It seems that I'm also having a problem with getting to far away from the "original" spawn location? If I'm too far away and try to spawn -> I spawn at the box. When i'm remotely close to it, I can spawn wherever I click "play from here"

plush yew
#

is there a way to possess another character without changing the camera?

#

the character doesnt even have a camera attached to it

next badger
#

@grim ore how so, 4.24 release has no option to disable VR on project creation?

#

iirc it was in preview

atomic hull
#

I cant run an installed-build.
``
ERROR: Unable to find installation of PDBCOPY.EXE, which is required to strip symbols. This tool is included as part of the 'Windows Debugging Tools' component of the Windows 10 SDK (https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk).

   while executing task <Strip Platform="Win64" BaseDir="E:\UnrealEngine" Files="#UE4Editor Win64 Unstripped" OutputDir="E:\UnrealEngine\Engine\Saved" Tag="#UE4Editor Win64 Stripped" />

   at Engine\Build\InstalledEngineBuild.xml(138)

   (see E:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)

AutomationTool exiting with ExitCode=1 (Error_Unknown)

BUILD FAILED
``
where is PDBCopy.exe ? I installd all Windows sdk

next badger
#

@atomic hull it's not used by packaging anymore, it's a part of Windows Debugging kit

atomic hull
#

@next badger
where is that. I installed WinDbg Preview. but still cant find PDBCopy.exe in my machine

plush yew
#

what line to write where in which script?

zealous cloak
#

is there a way to open more than one window in a built ?

#

having the right eye one the right monitor and the left on the left side

atomic ivy
#

Seemingly no path points exist to location. I am using Dynamic update at run-time on the navigational mesh

zealous cloak
#

how can i render to different windows?

#

i want the left and right eye to be in an extra window?

atomic ivy
#

@zealous cloak Can you explain more? Sounds like VR or splitscreen?

zealous cloak
#

@atomic ivy its for stereoscopic 3d

#

basically need 2 windows one for each eye in VR

#

i would need additional cameras and 1 additional window

#

dont know if sucha thing is possible with unreal

atomic ivy
#

Hm, I have yet to experiment fully with VR. I image you could potentially make a splitscreen where each player is a camera separated like the eyes and a separate image with some work. As my understanding of VR is that the engine will sort of handle that for you so you're looking at the same thing with one camera.

zealous cloak
#

i still have to output it to a new window

atomic ivy
#

Alternatively is this a static image? You could make it in the UMG itself and just go 'into VR' for the effect? I don't quite know how stereoscopic 3d imaging works.

zealous cloak
#

nah its for shutter glasses

atomic ivy
vale silo
#

I generated 10 km^2 terrain in World Machine, saved heightmap, brought it into UE4 and created landscape. It doesn't look like 10 km^2 landscape :/ How can I make sure the Landscape made with heightmap in UE4 is of the same size as it was generated in World Machine ?

vivid narwhal
#

There seems to be some sort of hard limit of ForLoops I can put in a construction script?

mossy nymph
#

@vale silo doesn't look like or isn't? it should be a square with the side roughly 300k UU long

vale silo
#

it looks smaller than 10 km^2

#

I guess I'll measure the side in the top down view ๐Ÿ™‚

#

but, if it's smaller than that, what do I do ?

mossy nymph
#

no idea

#

sorry ๐Ÿ™‚

vale silo
#

๐Ÿ™‚

#

np

next badger
#

@vale silo use scale

#

sorry, seems those are same

vale silo
#

I'll check it out @next badger , thanks

#

hmm

next badger
#

if you need resolution change that's another matter

tacit chasm
#

Hi, not sure if this is the right channel but I have a question about ue4 "LOD Groups". Normally if I change the triangle percentage of an LOD level within a static mesh I have to hit "apply" and it rebuilds the static mesh generating that new LOD and then I have to save it. What if I change those percentages for an "LOD Group" globally in project settings files and have hundreds of static meshes in that group? Does it rebuild all of those meshes the next time I launch UE4? Or do I have to go to each mesh and click apply and save one by one? (The ultimate goal I'm trying to acheive is to be able to globally change the triangle percentages on LODs without having to touch each asset.)

sick escarp
#

Does the order of which I bind functions to delegates guarantee the order in which they are called?

dry sierra
#

Hi Guys,

I'm following this tutorial on game controlled camera's:
https://docs.unrealengine.com/en-US/Programming/Tutorials/AutoCamera/index.html

Now, in the end, im supposed to fill the variables in the Camera Director instance in the editor, but somehow my variables are not showing up in my Camera Director instance :O

I've created an cpp Actor Class and added declared the variabled inside the CameraDirector class in CameraDirector.h

        AActor* CameraOne;
    
    UPROPERTY(EditAnywhere)
        AActor* CameraTwo;```

This should make them visible in the Unreal editor right? ๐Ÿ˜ฎ
sick escarp
#

In what way do you mean?

dry sierra
sick escarp
#

Might need BlueprintReadWrite or BlueprintReadOnly as well

#

There's a thing called EditDefaultsOnly as well and I don't know if that is what you are trying to do

dry sierra
#

excuse me alot for my Newbism, what is that EditDefaultsOnly?

#

Ah i see Uprop parameter

#

I see, i am not looking for the EditDefaultsOnly tho

sick escarp
#

I've never really worked with in level actors in the editor as my game doesn't use any at all

hoary locust
#

defaults = edit the archetype only, anywhere = both archetype and instance

#

you don't need BlueprintReadWrite

dry sierra
#

Allrighty, if im understanding it right, just with that EditAnyWhere, it should show up for editing right?

hoary locust
#

yup, in the BP class you created from the C++ class

dry sierra
#

Weird

dry sierra
#

So strange, UPROPERTY Specified with SimpleDisplay and EditAnywhere still doesnt make the variable visible in the details of the Camera Director instance

grim ore
#

so a silly question but you did make these public right?

mossy nymph
#

@sick escarp there is no guarantee of order whatsoever

sick escarp
#

Okay, thanks

dry sierra
#

Yes i did @grim ore

My complete CameraDirector.h script:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"

UCLASS()
class MYPROJECT2_API ACameraDirector : public AActor
{
    GENERATED_BODY()
    
public:    
    // Sets default values for this actor's properties
    ACameraDirector();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    UPROPERTY(SimpleDisplay, EditAnywhere)
        AActor* CameraOne;
    
    UPROPERTY(SimpleDisplay, EditAnywhere)
        AActor* CameraTwo;

    float TimeToNextCameraChange;

};
grim ore
#

yep something definitely is silly with yours ๐Ÿ˜ฆ Worked out of the box here on .24

dry sierra
#

Hmmm strange

#

im still on .22 tho

grim ore
#

you also don't seem to have collision like I do. Your parent class was an actor right?

dry sierra
#

Yeah i created a CPP clas derived from an actor indeed

grim ore
#

yep even creating a blueprint from it my first options are the 2 cameras. Even tried it with and without SimpleDisplay ๐Ÿ˜ฆ

#

I did not create the .cpp part yet, just the header

dry sierra
#

Well, the header should be enough to have it visible in the instance details right?

grim ore
#

yep yep the code just does stuff which I don't care about for testing

#

no reason it should be causing it to not show up

dry sierra
#

yeah exactly

#

that's what i tought

grim ore
#

uh where did you compile it at? in editor or in VS?

dry sierra
#

I use the compiler from the editor

grim ore
#

and live coding disabled or enabled? I assume disabled and default compiling

dry sierra
#

Disabled indeed and i think default compiling as well

grim ore
#

yep it should just work ๐Ÿ˜ฆ

dry sierra
#

i dont recognize changing stuff for compiling ๐Ÿ˜›

grim ore
#

I tried it here and removed the EditAnywhere from one of the 2 and hit compile in editor and it removed it from the details panel as expected

#

my only thought is yours is not seeing the property and is not really compiled right now

dry sierra
#

Hmm, wouldnt there be any compiling issue's if so

grim ore
#

there should be if it wasnt using cached stuff. I assume you have restarted the editor?

dry sierra
#

Not yet, but now i did something stupid i think

#

i triggered a hot reload

#

or something

grim ore
#

it should do that when you hit compile yes

dry sierra
#

even after restart of the editor there is nothing xD

grim ore
#

if the code is correct, and it looks correct, my other thought would be to delete the binaries and intermediate folder in the project. open the project back up and it should complain about missing binaries and it should force a clean recompile

#

if it's still missing then uh

dry sierra
#

Im gonna update Unreal for a moment

#

and start with a clean sleeve

#

Thankyou very much for thinking along and testing ๐Ÿ˜„

#

i was getting a headache already, as i was reading the documentation of UPROPERTY and was like, this doesnt make sense, it should work correct xD

#

Oh god dang

#

it's there

grim ore
#

lol

dry sierra
#

I tought, im gonna safe all from VStudio, close it then safe the project and close everything down

grim ore
#

13th time is the charge?

dry sierra
#

i guess so xD

grim ore
#

wow I have no idea what I wrote

#

maybe you never actually saved the files in visual studio

dry sierra
#

then i might wanna check my ctrl + s

#

xD

#

as i bash it profoundly when attempting to safe

#

save*

grim ore
#

hopefully it keeps working lol

dry sierra
#

xD

pulsar badge
#

omg I am about to go crazy

#

Why is it keep saying out of memery and my UE4 shuts down

dry sierra
#

What gives that notification?

#

OS?

#

or unreal?

pulsar badge
#

I think its UE but not sure when i click ok it closes UE

grim ore
#

what is your current system memory and GPU memory?

pulsar badge
#

16gb ddr4 and 8gb of video ram

#

...

grim ore
#

ok so specifically GPU memory

pulsar badge
#

RTX 2070

#

8gb

grim ore
#

oh thats weird. Might just be what you are doing then ๐Ÿ˜ฆ

pulsar badge
#

O_o

normal burrow
#

too much textures

#

or render targets or something

pulsar badge
#

I have the task manger open

#

and it odesnt even reach my peak in memory

normal burrow
#

in task manager are you looking at GPU shared and dedicated memory?

pulsar badge
dry sierra
#

as the notification says as well like "Out of video memory trying to allocate a rendering source", texture or something sounds quite logical

pulsar badge
#

trying to figure out what triggered it

grim ore
#

you would havd to look at the GPU memory not the system memory based on the error

pulsar badge
#

wtf now my UE just quit

#

without giving me any error

#

omg

grim ore
#

i know someone mentioned the latest Nvidia driver had an issue with raytracing so maybe it's more than that if you are current

pulsar badge
#

I did update

#

my graphics cardf

#

a day ago

#

maybe thats it?

dry sierra
#

whats your driver version?

pulsar badge
#

ummm

normal burrow
#

troy, also keep in mind video memory is not system memory

pulsar badge
#

Yes ik

#

I make video cards as my jobs lol

#

job*

#

amd though

normal burrow
#

that thijng you've got selected isn't gpu i mean

#

but yea

pulsar badge
#

Version 441.41

nimble moat
#

Is it possible to change a material on an object even if the object has multiple materials applied and you only wanna change one?

#

I only know how to do it if 1 material covers the entire object

grim ore
#

you can change materials in just one slot yes

nimble moat
#

could you give me any info to research it? specific node maybe

grim ore
#

just a normal Set Material node, it has the index as an option

nimble moat
#

so it does, thank you

fresh geode
#

the colors appear way brighter than the actual image does..

devout locust
#

@maiden swift Im HolyMemeLord from twitch I was the team leader for Cosmo and Yuuko the honorable mention

maiden swift
#

Welcome. ๐Ÿ˜„

#

Posting the winners and honorable mentions momentarily in #unreal-news. Just compiling the list now.

devout locust
#

thanks so much

#

I linked mine in game jams so you can take it from there if ya dont wanna search for link

unreal comet
#

Somehow I changed my asset preview windows skybox and lighting and It's a sunset and dark. How do I get it back to normal?

fresh geode
#

would be nice, if someone knows the solution to my problem!

normal burrow
#

at the top whippy

#

under window make sure preview scene settings is showing

#

if it is, then its the tab of same name

#

cube map is in side the environment drop down

fresh geode
#

there you can better see it, the image in the material editor appears way brighter than the actual texture

short plaza
#

Is there any reason why unreal does not expose File/Folder functions to Blueprint? Like CreateFolder/WriteStringToFile

unreal comet
#

@normal burrow Thank you so much! That was driving me crazy. It changed when I imported a new level lol. Thanks again. ๐Ÿ™‚

fierce tulip
#

probably because its not srgb @fresh geode

normal burrow
#

@fresh geode i would recommend not worrying on things like that. would pay closer attention to the output of the material.
But that said, it could be because the sample type is linear color. This does not mean either of these two displays are more correct though

fierce tulip
#

hehe

normal burrow
#

ye ditto lol

grim ore
#

@fresh geode double click the texture to load the texture editor, check the SRGB button and save, profit?

#

not saying it's the correct fix but that should darken it in the preview like you are expecting

normal burrow
#

yeah thats kinda what i meant too. don't trust either of these
epic for whatever reason wants srgb on roughness maps for marketplace

grim ore
#

@short plaza because reasons? No one knows why but it's on the list of stuff people would like. You can spend a bit of time exposing the existing file helper stuff to a blueprint library or use a free plugin like Rama's that does that. ETA for it being native? none

fresh geode
#

@grim ore where should i check the srgb?

grim ore
#

in the details panel under padding color

fresh geode
#

nvm

#

got it

normal burrow
#

was it checked phrox?

short plaza
#

@grim ore We already have. Still... We updated to 4.23 3 weeks ago, and found lots of new functions in utilities|path, but the use of it is quite limited without beeing actualy able to work on the file system

fresh geode
#

nope it was unchecked

#

i changed the material to color in the editor

#

but still it is way to bright, even in the viewport

normal burrow
#

then i wouldn't expect a difference in preview if it was unchecked

fading yoke
#

hello guys when i open a map or delete a folder in ue4 4.24 my pc is freezes. Do yu guys have this problem

grim ore
#

@short plaza yep no idea why it's not exposed. Not a high priority for the blueprint team unfortunately ๐Ÿ˜ฆ

fresh geode
#

any other ideas guys? :/

grim ore
#

did you check the checkbox and save?

fresh geode
#

yes I did

grim ore
#

if you did that would fix the material preview "issue". After that it's up to the way your material is designed and the lighting in the level

fresh geode
#

somehow when I press play the texture seems ok and then it starts to brigthen up ?!

#

sorry I am a total beginner in unreal

grim ore
#

that would be eye adaption or auto exposure

#

the camera is opening up to allow more light in basically until it hits a certain expected level

#

so you can disable that in the preferences, set up a post process volume to disable it, or correct the lighting in the level so it does not happen.

fresh geode
#

thank you! that helped and did the trick

#

maybe you can help me once more? when I paint with one of my 3 layers, one quad of the landscape turns into the gray begining texture...

crude vessel
#

Are we gonna make Minecraft but 10x better?

#

Or a scientifically accurate dragon MMORPG

fresh geode
fierce tulip
frosty bloom
#

Here comes the pitch

fierce tulip
loud valve
#

Flormtuk has been banned

fierce tulip
#

yea no time for this.

polar hawk
#

oh hey i missed it

warped tangle
#

There was a troll on the interwebs. You missed nothing.

normal burrow
#

we all did lol, super speed

grim ore
#

@fresh geode go to the texture samples in the material, go to the sampler source and change it to one of the shared options

copper elk
#

not appearing

#

any suggestions?

#

Its just an animation where an image appears and changes its opacity

#

and thats it

#

but it doesnt show up, every widget is remove but the image isnt visible

normal burrow
#

add a log at the front of it

#

see if its even running

copper elk
#

it definitely is

#

as later on I have Quit Game

#

and it quits

#

at Construct I have this

#

and it works

#

so Im not sure

#

also my entire widget seems to disappear from me hiding one widget which doesnt have any children

#

in the widget the anim seems fine but when played in game it breaks everything

rocky radish
#

Maybe try removing the doOnce node

copper elk
#

@rocky radish I did, but nothing